Quick sketch #1
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@dmitriy-shmilo
Quick sketch #1
A game jam entry, devlog #6.
More menus and stuff were made this weekend. The kitchen screen now lets the player combine bagel dough and toppings into a bagel, which inherits its properties from the ingredients it was made of.
The counter/shop menu now lets the player set up their bagels for sale and earn money. The name and the price of the bagel will depend on its flavors.
Added an adventure embark menu, which allows the player to take their consumables with them.
Days are now being tracked, and are visible at the top. Along with the money and storage situation. Nothing prevents the player from exceeding their limits atm, but it will change in the future.
Action keys at the bottom now have keyboard shortcuts for easier menu navigation.
Some less noticeable work was done in the combat department. Enemies and the player now have a cooldown on their attacks. Enemies can also be interrupted if attacked during their telegraph animation.
I've also began exporting the binaries and uploading them to itch.
A game jam entry, devlog #5.
Another week, another assortment of changes. I did a lot of inventory-related refactoring, which allowed for easier creation of inventory-like screens. The player now brings loot back home, every chest they manage to collect will be opened once they return home safely. The player can also die now and lose all their loot.
The town screen is a bit more populated with stuff as well. I'm also ashamed of how much time it took to make that little portal ghost icon at the edge of the screen. I was trying to work out some math, but then the actual solution was so much easier.
I'm gonna spend some time implementing player's shop functionality so they can start cooking and selling stuff. I also need to make some enemy adjustments: they feel very unpleasant to fight at the moment.
A game jam entry, devlog #4.
So I started working the town screen. It's a glorified pile of menus, which will let the player manage their shop, purchase upgrades and embark on their next adventure. I'm pretty happy with how cozy it looks.
There's no way to open the loot chests yet, so that and player's storage is what I'm going to focus on next.
A game jam entry, devlog #3.
Friday night and most of the weekend were pretty productive! I added an inventory system with a little GUI. There are consumable items now, which restore health. Worked a lot with the tilemap, so the worldgen now can place alternative terrain tiles. And there are trees now, yay!
Also fixed some bugs, refactored the code a bit, changed the character sprite, so they have a face. And put some localization in place as well. I'm using my Ukrainian extension fork of my favorite font (monogram by Datagoblin).
A tough work week is ahead, but I hope I can implement money dropping from the enemies, and the player's hub screen before the next weekend.
A game jam entry, devlog #2.
Several evenings and a couple of half-assed shaders later, my enemies flash menacingly before attacking, loot chests suddenly appear here and there, with a nice outline when the player is near, knockback feels less floaty, and the health is being tracked. Still no proper death state, things just disappear when they think they're dead.
Ooh, I even put some sound effects in from 512 Sound Effects pack by SubspaceAudio, so my game doesn't feel so dead anymore. I love this soundpack, it came in handy more times than I care to remember.
My kanban board grew three times in size in the past couple of days. The amount of shit that needs to be done is overwhelming. I should probably focus on the inventory and consumables this weekend.
A gamejam entry, devlog #1.
I finally found the strength and courage in me to enter a game jam, a year or so after my last submission.
This time I went for a super relaxed "A Game By Its Cover" jam, which lasts about a month. I decided to ignore the optional theme, and just make a top down rpg game. Spent a weekend with Godot 4, and now I've got this nothingburger to show:
I wanted to make use of state machines and component-oriented design, so spent a lot of time on writing boilerplate. It's one of those cases when a developer writes a shit ton of code, but then has very little to show for it, because "it's all architectural".
Sprites are taken from 16x16 Mini World Sprites.
Russians moving to Mariupol are ordinary Russians. Those ordinary Russians are taking pics with destroyed homes in the background, they wear propagandist shirts. They climb up them ruins and make videoblogs.
Ordinary Russians are adopting deported children. They don't care those children have been stolen from homes. They lie that their parents gave them up. They are horrified those stolen children speak Ukrainian as an act of rebellion.
Ordinary Russians are supporting Putin. They believe they are the better than others, that God is helping them.
Ordinary Russians are working on the ammo factories and produce shells and bullets and bombs. Those are all ordinary Russians.
Ordinary Russians leave thousands of comments cheering to our deaths and tragedies. Deaths and tragedies done by their fucking country and by their fathers brothers and sons. Who also are, you know, ordinary Russians.
Felt cute, made a custom Godot splash, might delete later. Colors are stolen from LNS15.
Today is the day! For all those who celebrate.
I will continue to write and reblog about the catastrophe and ecocide caused by russians destroying Nova Kakhovka dam. The catastrophe of this scale has both immediate and longterm consequences, and both are horrible. It will be getting worse. If not for the heroism of all the people involved in the rescue, it would be a lot worse still.
I know it is tempting to ignore the horror happening far away. This is exactly what many people from other countries do right now. So I ask you not to. Both online and offline, please continue sharing the information about the catastrophe, as well as the ways to help [1] [2], with everyone you can reach. Yes, it is necessary.
It is great if you can donate, quite literally each 1 dollar means fuel for boats to rescue people, means clean water and life-saving medicine for someone.
But information is important too. Especially when news coverage is insufficient, when social networks shadowban posts about Nova Kakhovka dam, when many people are happy to believe lies and stay ignorant if this means they do not have to do anything while still perceiving themselves as good.
Oppose this.
Oppose silence, indifference, ignorance, and misinformation. Stay informed and talk to people.
Uman, Ukraine 2021. A place with lakes, meadows, a forest, some statues, and a fabulous bald mofo posing everywhere. There's also a couple of small waterfalls. Very cool place.
Odesa Anatomy Museum was the perfect place for the first date. Nothing could bring me closer to my future SO than a ton of pickled cadavers.
We took a tour in autumn of 2020. It was fun, educational and quite unique of a date. We should visit again some time.
Speaking of the puppet theatre. Nothing special, just Oberon playing sax to a bunch of forest nymphs in the "Athenian Forrest" night club.
I wish I took more photos that night, but their staging of Midsummer Night's Dream was so captivating, that I simply forgot to.
Nova Poshta, most popular ukrainian postal service, has stopped accepting humanitarian help to people rescued from Kherson region due to the overabundance of the donations, having already sent out over 1000 tons of help 🥹
Source: https://novaposhta.ua/news/rubric/2/id/11351