*packing my suitcase for a 3 day trip* hm, but what if I need my terracotta warriors..
hello vonnie

JBB: An Artblog!
d e v o n
No title available

JVL

Love Begins
we're not kids anymore.
cherry valley forever

roma★
Misplaced Lens Cap
No title available

ellievsbear
Monterey Bay Aquarium
occasionally subtle
PUT YOUR BEARD IN MY MOUTH
I'd rather be in outer space 🛸
One Nice Bug Per Day
Keni
🪼

Janaina Medeiros
seen from Germany
seen from Malaysia
seen from Netherlands
seen from China

seen from United Kingdom
seen from United States
seen from Indonesia

seen from Netherlands

seen from Taiwan
seen from Netherlands

seen from United States
seen from Italy
seen from United States
seen from United States
seen from Singapore
seen from United States

seen from Malaysia

seen from Malaysia

seen from United States

seen from Switzerland
@soupaluscious
*packing my suitcase for a 3 day trip* hm, but what if I need my terracotta warriors..
Doom rogue-like dev log day 0
So I've had this idea for a long while but never had the drive to make it till recently while playing Dusk for the first time. The idea spawned from playing OG doom and dying (because my modern gamer skills do not translate to oldy but goldy games), which for anyone who doesn't know you respawn in the same level but you lose every weapon you've obtained except your starting pistol, the idea is you go through random levels with random weapon drops and between either every level or maybe every 5 levels (still unsure yet) there is a shop and/or upgrade system where you can buy things like items or upgrades for you or your weapons. Yes you will lose all of your progress on death, although you will start back at level 1, still unsure if I wanna have the player lose all of their stuff or maybe keep like upgrades to themself, although I like the idea that if they get back to the level they last died at they'll find all the stuff they had on them at that time in the spot they died in.
Doom rogue-like dev log day 2
Sorry for the late dev log, some personal stuff came up and had me occupied. So far I've just been coding player movement, it's important I get the feel right for this as I really want it to feel like og doom and not a watered down version of it. I even played some of it using chocolate doom, a doom source port dedicated to be as accurate to the original release of the game as possible. Some take aways they I bet some people who have only seen gameplay of it and not actually played it
1. You can hold down both forward and strafe at the same time to go faster (this is usually caused by the developers not normalizing the input vector before multiplying it by the speed of the player, which checks out as doom handles the players movement on the x and y axis separately)
2. Once you start falling from a height, you have no control as to where you go after that, any velocity you had beforehand will determine you're landing location
3. There is definitely ground friction but I'm still unsure if there is acceleration and it's just super fast or if the player just jumps up to whatever their movement speed is
4. Doom is still fun af :3
So I'll have to replicate these things but also gives ideas for potential items or upgrades, like one that gives the player air control, maybe at the cost of the faster strafe movement. Perhaps one that reduces ground friction.
Doom rogue-like dev log day 3
We now have a working player with physics, obviously its extremely rough but its close enough to og doom, I just need to tweak values to work. I tested out how it felt to just snap to full speed but that didn't feel right so doom defiantly has acceleration. I also have a custom dev console thanks to Jitspoe's dev console add-on from this video. No I will not tell you what console commands exist or what they do, you'll have to figure it out when it comes out.
Speaking of release, I still don't know if I wanna sell this game or just make it free. I just want the game to feel like doom in only game-play and not looks or design. Well maybe I want it to resemble it but not using the actual doom assets (mostly because they're copyrighted, originally owned by ID but the rights to those got sold to Bethesda when Bethesda bought out ID).
Anyways today was my brithday and I probably should've taken the day off instead of working on but I really wanted to finish the physics system for you all and so the dev log for today wasn't just "today birthday, I ate cake and pizza instead of making game".
Doom rogue-like dev log update
Sorry for no devlog today (well technically yesterday because it's like 2 am while I'm writing this), I decided to take the day off at the request of someone very close to me. They suggested since this is going to be a long term project of mine that it'd be best to have days off where I don't work on it as to not burn out, specifically the mid week day off style day off where it goes 3 days of work, 1 day off, 2 days of work, 1 day off then repeat. So sorry for no update on the game but I will be working on it the next 2 days (today and tomorrow) so if you're following this, expect dev log entries, I won't post another update again in the future about this.
Doom rogue-like devlog day 4
So I haven't added much, I mainly just have been making a developer ui so I can see internal variables during runtime. I've also switched up how rendering works, it now renders the game at 1280 x 800 but it now renders the world to a subviewport at 320 x 200, the reason I did this was because the developer console I added, its font size would be massive compared to the screen itself and it would make it hard to read, it also means the ui can be rendered at higher quality than the game it's self which, while yes doesn't look like doom, but does mean the player can have more control over how pixelated the game looks at least.
character design for @/seasonalwitching (bluesky)
*slides this across the table* you're going to want to read this
There are Experiences behind this sign
touching grass is not enough i must psychically connect to a mushroom colony
im glad minecraft isnt real life because by now i would have got my fingers stuck in the grates of a mob spawner trying to grab the spinning pig
everyone make sure to set out cheese & crackers for neil tonight <3
I'm seeing warnings about scammers trying to commission artists but the "reference sheet" for their character they want commissioned isn't an image but a .vbs file ("visual basic script"), and will run a script when you open it, probably to yoink your account(s), but I haven't seen this from anyone who's actually clicked it yet. Just be careful and never open a file like that, 'cause people suck.
For reference (heh)
At a glance, file name checks out. But!! Do not open a .vbs file!!!
Mysterious Druid Knight (& Owl)
when pyro know about m2 and he doesn't use phlog
in the pool but it's soldierspy