Proper 3D bones and separate prefabs for crates
https://youtu.be/ndW5V0MPT-c
#gamedev #godotengine #procgen #puzzle
Muslim. Mostly solo #gamedev / game designer for Deen Games. Makes Islamic and educational games, usually with #godotengine. Occasional (pixel) artist.
Proper 3D bones and separate prefabs for crates
https://youtu.be/ndW5V0MPT-c
#gamedev #godotengine #procgen #puzzle
Wasn't sure what direction to take my physics game #prototype, so I asked ChatGPT for ideas. Got some good ones!
Added speed boosts, which also apply to other things - like bumpers.
With these pots you can carry your plants and fungi around with ease!
#gamedev #planetkeke #babaisyou
Make #GameDev fun again, they said. 👀 So I added cracking to the ball. And like Miyamoto, I removed the gun from the player.
Working on UI for prototypes is a black-hole. This is a coarse health bar, though. And more fun.
@stephann Nice, very cool! I'm not actually making pinball though, just pinball-ish. I like top-down mechanics for this (it's an experiment, I guess).
What if Rebound was a twin-stick shooter mixed with pinball/pachinko???
#indiedev #pixelart #madewithgodot #godotengine #screenshotsaturday
Pinball-like ball physics shooter, anyone? 🤔
#GodotEngine #IndieDev #GameDev #Prototype #Pinball #Shooter
YART (Yet Another Random Prototoype): bumpin' around in Godot. Inspired by the @HaxeFlixel camera tutorial, which always felt like the seed of a great game to me.
a few days ago i released tilesurtr, tool where you can make tiny maps using Surt's town tiles
https://pebonius.itch.io/tilesurtr
if you make a map and post it to me i'll use it in an upcoming game :))
A new prototype emerges...
Props if you read the title and guess what is actually going on here.
#IndieDev #GameDev #Prototype #GodotEngine #Idle #Incremental
Prototyping an idle game. Made some custom icons for my custom controls, which encapsulate common functionality in idle games:
- Show if (x)
- Enable if (x)
- Bind text value to (x)
@chrisbiscardi That is very cool!
Grow enough for you.
Grow enough for your neighbors.
Share freely.
Artwork from: https://www.disorganizedjoy.com/
Day 3 of #roguelike dev: monsters now move once you see them (once their fog of war disappears), and they can attack you. And of course, they can ki--WHAAT?!??
Day 3 of #roguelike dev: monsters now move once you see them (once their fog of war disappears), and they can attack you. And of course, they can ki--WHAAT?!??
Day 2 of prototyping, let's see if it sticks. Added a simple fog of war (visible or not), the ability to range attack (click on a monster), and an out-of-range error. And a crapton of refactoring...
@JohannaMakesGames my understanding is that difficulty levels are coarse-grained, but a good first start. The Game Accessibility Guide recommends granular options for difficulty; you can read about it here: https://gameaccessibilityguidelines.com/allow-gameplay-to-be-fine-tuned-by-exposing-as-many-variables-as-possible/
I personally also always add an "invincibility" mode for players to toggle on/off, so they can finish otherwise impossible games.
Don't do this, people. It helps no one and if anything pushes people away from our community.