hi everypony I'm back 😊
seen from Türkiye
seen from Argentina
seen from United States

seen from Netherlands
seen from United States
seen from Malaysia
seen from China

seen from Bangladesh

seen from France
seen from United States
seen from United States

seen from Singapore
seen from Switzerland
seen from St. Martin
seen from United States
seen from United States
seen from Türkiye

seen from Malaysia

seen from Malaysia

seen from United States
hi everypony I'm back 😊
I'm gonna try and do illustrations of all my ships! (I can already tell might not succeed ☺️)
redraw of a piece i did last year!
The Maryland Doom Fest Vol. I: Beerdrinkers & Hellraisers
There is not enough love in the world that could possibly match what flows among this loveable bunch! Part 1 of my Maryland Doom Fest review is now live!
I. A Perilous Introduction I walked over an hour, at one point risking life and limb, for a sandwich. I could have easily had this sandwich delivered to my door in half the time. I could have quite easily booked a cab or, heck, even an uber. But no. I set off, twice in a direction deemed inappropriate by city planning, on an adventure rewarded with pit beef, ham, and turkey, experiencing…
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The Maryland Doom Fest 4: A Day in Pictures
Pending full review, here is Day Four of The Maryland Doom Fest in photo-form
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Sorry for the radio silence recently. I've been dabbling here and there but not dived into the big refactoring overhaul just yet.
I did make some progress on doing my own shadow casting solution, but the trouble is löve seems to have pretty crummy performance drawing polygons. So I'm going to look into using a shader for that later. (Exercises like this, while fun to learn from, sometimes make me want to cave in and collaborate with a dev, argh.)
Shout out to the dev of Kara for pushing out Mogamett and timing it perfectly so that I can make use of it. Looks like he's put a lot of effort into documentation and convenience.
Mini Retrospective
Waifujam was a lot of fun and I learnt a lot. Here's the stuff I took away:
I underestimate how much time I need for polish, proper game design, play-testing.
Animations are a massive time-sink for me. Character run took a good five to seven hours which was basically two week days worth of free time for me.
Box2D is pretty awesome.
My scope is always shooting for the stars and needs to be more grounded.
People I know are likely to hold back the cold truth of if something sucks so they don't hurt my feelings. I need to post more demos and more progress to wider pool.
It was really an eye opening and has made me re-examine some things about Byrgan. I need to reduce scope, work on implementing all core mechanics and features, then let people play with it and from there expand features and content.
I want to move Byrgan back to being more Diablo-like, as well. I skipped out on things like click to move because I couldn't fathom pathfinding. I think I'd be able to handle that now. I also want to move away from the crutch of pure randomisation. Hand designing rooms and then procedurally connecting them should have better results. In general I need to spend much more time on content.
Anyway, just thought I'd ramble about where my thoughts were going on my real™ game. Sorry for the boring post!
Think I'm coming down with something, full of aches and chesty cough. What a dumb week. Found some time to do other side of the run today.