vent has an enticing Fire Mojo prize, but ye gotta be quick
Time between blasts is randomized as to be cruelly unpredictable, but it's usually easy enough to just run across without getting burned, I failed for demonstration purposes x3
🐈⚔️ Solo gamedev catlady making funny browser games and aspiring to RPG/RTS development
💡🎨 Inspired by games like Harvest Moon, The Sims, Jak and Daxter, Age of Mythology, and so many more
🔧 Find my Unity assets on itch: https://milkshakebattlecat.itch.io/
☕ If you like what you see, buy me a Kofi :3 https://ko-fi.com/milkshakebattlecat
💼 Might be available for work and/or collaboration
vent has an enticing Fire Mojo prize, but ye gotta be quick
Time between blasts is randomized as to be cruelly unpredictable, but it's usually easy enough to just run across without getting burned, I failed for demonstration purposes x3
Tiny Kingdoms is a peaceful building game where you draw cards to place new tiles and grow your kingdom.
Hi, I'm a Matt, a solo-dev working on this tiny building game 📷
#gamedev #indiedev #games #chill #madewithunity
birds eye view of the main island. Movement script stops working if you try to move anywhere outside the blue box. I didnt know until I played with it active but the material isnt visible from the inside until you get right up on the edge. Makes for a reasonable solution to represent the level barrier until I cordon it off with scenery :3 #gamedev #solodev
presenting another nifty free Unity asset by ME! This Easy Object Pool system will get you spawning prefabs quickly using scriptable objects.
https://milkshakebattlecat.itch.io/easy-object-pool
I use it in my project for repetitive effects, requires very little setup beyond creating the SOs & assigning them for runtime creation; great for prototyping. You can request spawns at a Vector3, or send a Transform & the object will take its forward direction, making it great for projectiles.
I wouldnt have been able to make this if not for dissecting the work of Devion Games, who made this excellent free Item & Inventory asset: https://assetstore.unity.com/packages/tools/gui/item-inventory-system-45568
My final code is very different at this point, but Devion Games gave me a great starting point to study and work from. I highly recommend it if you want to spare yourself the pain I have endured 😭 For such a common feature, a proper inventory is shockingly complex!
Fishionista inventory system: We got dragndrop, we got storage containers, we got stack splitting! We got equipment!!! Its been good & functional so far but I fully expect to encounter outrageous bugs to iron out as I test longer gameplay sessions. #gamedev #solodev #madewithunity
VN-style branching dialogue system inspired by the now defunct Fungus asset. I dunno why the Fungus team purged their excellent tool, it was my fav D: Pretty sure you can still get it on github though I dunno how well it plays with newer Unity versions.
#gamedev
Father daughter synchronized rumba while local peacekeeper questions his existence
#3dmodeling #mixamo
The worst holdover from Fish Flash: entirely unhelpful tooltips 👍🐟 #gamedev
I know at least one person who'll be peeved if this game cant be played with a controller and I shudder at the thought of adding controller support for this feature, ahah 😅 Might not be necessary but more of a convenience feature for superior mouse & keyboard loving gentlemen...
naturally I want my models to share dimensions so that I can easily swap clothing between them, but I can't resist having some outliers... I simply can't conceive of Aegir as anything other than a BIG ASS FELLA 💪
stay up late to watch the plants grow 💚🌱
got some stars and clouds now 🌠☁️
I include the ability to change keybinds in almost every game I make, even jams, but recently I set out to make THE LAST KEYBINDING SOLUTION I WILL EVER MAKE! This menu is populated dynamically based on bindings listed in a script.
Not as user-friendly as it could be, still have to go into code & define keys in a few spots, but I'll take this structure to any new project I start. It was worth the time even tho I hated every bit of it. >:O Tedious work compared to making dudes stab each other.
Aegir's meant to introduce the player to household mechanics, special interactions for NPCs that live with you. You can select and command household members like a sim. Eventually there might be some limitations on this based on the character's schedule or relationship level, but for now it is simply complete control. Selection visual is a work in progress 😅
The Fishionista has friends! :3
Aegir, big guy on the right, is her father, with whom she lives on the island of Krait. He shares her skin & hair material so theyll both change based on whats chosen during character creation.
On the left is Roman, aspiring sheriff of Rumrunner's Rest. He's the first townie to get a model and will probably play placeholder for all the others for a while lol
@vinnie 💙 right!! I made it harder on myself with the level of detail for sure, but even traditional pixel nugget people I find very challenging, just the amount of precision demanded. Sketchy mess is more my speed 😅
Made this concept art a long time ago for a pixel style game, but I haven't the wherewithal to maintain this style on a full project. Pixel artists are stronger than the strongest strong men
George and Piggy might appear in a project with a different style some day, either a more smooth/sketchy 2D look or maybe even 3D.