my first art fight attack! gonna try and get some retro-y 3D art practice this year!
Character is Erica by @icyyo
https://artfight.net/attack/14038259.erica-3d-retro-and-hd-remaster

bliss lane
untitled

pixel skylines
Fai_Ryy

izzy's playlists!
One Nice Bug Per Day

gracie abrams
Not today Justin
we're not kids anymore.
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KIROKAZE
Game of Thrones Daily
Lint Roller? I Barely Know Her
TVSTRANGERTHINGS
let's talk about Bridgerton tea, my ask is open

@theartofmadeline

roma★
will byers stan first human second
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todays bird
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@somerandev
my first art fight attack! gonna try and get some retro-y 3D art practice this year!
Character is Erica by @icyyo
https://artfight.net/attack/14038259.erica-3d-retro-and-hd-remaster
cloth physics are a prank engineered by game engine developers to waste my time specifically
OH GOD
working on a 3d subtitles renderer because i hate my free time and have brainworms crawling in my arms (they already emptied my skull months ago)
added smoothing to my procedural level building tools for Godot!
yesterday I finished up the first iteration of my chatter "joining" intro for my Twitch interface I created in Godot
workin on some procedural level design tools for godot
Part 4 of making a cutscene/events scripting language for game development.
Added ✨ENUMS✨. They can generate as ints or strings (for now???). Works nicely with the custom syntax feature.
Part 3 of making a custom programming language for game!
After STRUGGLING for a week, finally got custom syntax declarations working. 🎉
Since each project I use this for may require different structures for conditional statements/loops/etc., I wanted a way to define them on a per-project basis.
The custom syntax can be used immediately after declaring it. Still working on allowing the same syntax to be redeclared with different types... 🤔
GAAA, almost forgot to start crossposting here.
The October vibes are HITTIN, so I'm going to try daily posting my gamedev shenanigans again. Let's see if I can keep it up for the rest of the year. Please bear with me this first week as I finish making my programming language. 😅
So the programming language I'm working on is named "SillyScript". It's intended for scripting scenes in my games by generating JSON that the game interprets. It's technically more of a markup-language disguised as a traditional coding language.
You define common JSON structures using "def" that can then be repeated. Each scope represents either an array or dictionary based on whether the entries are labeled. So "lines of code" equate to array entries.
Also making a whole interactable demo for the documentation cause why not. The compiler is written in Haxe allowing me to export it as a JavaScript library that runs entirely on the frontend, making it just a liiiiiittle easier.
Omg, the first ever picture-only devlog?? Crazy.
Anywho, it maaaay seem like I haven't done much, BUT I wrote Steam descriptions, got page prepped, website/email registered!! Bunch of small stuff I needed to get out of the way.
In terms of GAME PRRROGRESS, finished FOUR environments for demo:
Spooky Cabin
Club House
Forest
And the Underwater I've been mainly working off of.
17 days until Next Fest...
Added system for various decor objects like rocks and tall-grass (or seaweed for underwater world). Helps make the world look a little more alive! :D
Still need to give them proper particles upon destruction. Maybe make the seaweed float up a little when rekt below? 🤔
20 days until Next Fest...
Sorry for no posts for the past monthish! Got burnt out; shouldn't have given myself crazy artificial deadlines. 💀
Still shooting to release the roguelike demo for Next Fest! Made some pretty good progress, so let's return to daily devlogs!
21 days until Next Fest...
😎 Day 3.5 / 7 of Developing Steam Demo from Game Jam Game
bruh ive been so busy with non-gamedev stuff past couple days. no progress, very sadj. since it's snowing, im calling them snow days and they dont count cool? cool.
also fuck sharks, i like magic aesthetic so switching game's character to witch you cannot stop me (i told myself i would practice more with character modeling this year, so need an excuse to make more human models lol)
🕐 Day 3 / 7 of Developing Steam Demo from Game Jam Game
Kinda finished skill making system AND IT'S BOOTY.
It's confusing and clunky to navigate. But worst of all, it's boring and derivative. I can do better.
🪄 Day 2 / 7 of Developing Steam Demo from Game Jam Game
The features I want to finish by day 7 are:
Skill making system (from randomly found components in the dungeons)
Random passive ability pickups (+ various stat upgrades like HP or Shark Teeth UP)
Basic overworld traversal system
Was busy today, but got some progress on a skill-making menu. I like magic circles, so there's gonna be magic circles.
♻️ Day 1 / 7 of Developing Steam Demo from Game Jam Game
One of the core issues with Codfather was the fact all turns ran simultaneously, making it difficult to determine turn order + why certain attacks missed (AND caused TONS of painful, overlapping sound effects).
Today I developed a new system that plays turn animations separately... BUT only when entities interact. So normal movement is just as snappy and simultaneous, but during combat the game slows down and splits up actions for better visualization.
Similar to how Mystery Dungeon/other roguelikes work.