>> slimeobsidian

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>> slimeobsidian
sys.memory → format: floppy_disk… colors: shifting… status: nostalgia_protocol_active.
Succulent Garden
My first attempt at a diorama chonk d20! With some colourshifting succulent plants and holographic butterflies.
This is one of the chonk d20s that'll be available in my upcoming shop restock this Sat (8th Feb 6pm GMT)
little ink blob animations while working on @colorshift-game or whatever
Shimmercore, a black geode filled with color shifting powder.
waterhorse colorshift
Chameleon pigments are striking with amazing coloshifting properties ranging from 2 to 3 or sometimmes more hues or color depending on the viewing angle this is a hippocampus from greek mythology
Posted using PostyBirb
A little Christmas present I made for my Mom. She wanted me to paint her cats Koko and Nala. 😊 ✨️🐈🐈✨️
Watercolor paper: Arches Watercolor: Schmincke Horadam Metallic watercolor: colorsbyvita
DEVLOG 2
hey yall developer here yet again to provide 3 months worth of updates so this devlog will be a recap of development up to this point so
(btw, more info will be in an image's alt text)
7 years ago, i had an idea for a game at the time, minecraft adventure maps were still somewhat popular, and i thought "imagine if no color, but as player progresses, color is unlocked" (or something like that, i obviously dont remember)
anyway 3 months ago i played the minecraft skyfactory 5 modpack (play it its quite good) and remembered the idea (its very similar), https://www.curseforge.com/minecraft/modpacks/skyfactory-5 i was learning how to code at the time, and decided, "hey, i know how to code now, i could probably make that idea i had"
about a week later, i had a vague sense of what i wanted to do, and had started to recreate the selective color effect in godot
i did this by defining a set of "refrence colors" in rgb colorspace, then defining regions of color by finding the closest refrence point to any given point i eventualy gave up on this technique, as after some math, i figured the technique would require precomputing lots of data,
i eventualy looked into the shader code from the modpack, and was able to implement it (although with some errors)
i also designed the games main protagonist
however later comments caused me to redesign them to be more distinct from the generic "shadowed wizard"
originaly, we were going to use 3d models for animations, making use of various image planes being animated like a paper doll this was scrapped for many reasons (mainly having to animate everything twice), however, a test animation was made
about here was when i drew some early concept art this is also about when @wackarat and i designed the main boss for the game the jester along with various others
afterwards, one of the developers invited a friend of theirs to help write, and they designed bathyal, along with giving the wizard the name of motley
it was also about now that we made room transitions, along with some basic zones for camera movement and damage
i also decided fully on a visual style to go for, one roughly inspired from the 5th generation of consoles
we also got saving the game and players data to disc working
along with the first in world item, a pink cube
finaly, we got animations for the player working
afterwards, i took a short break,
roughly a week later, the first npc was made
along with the first performance testing, which didnt go well
npcs were later cleaned up, allowing for longer dialogue trees, and sound effects
i also implemented an idea that was had by the other dev where the player and certain objects would allways be in color, even when everything else is colorless, this broke rendering (and it remains broken while i figure out how to fix it)
i also reimplemented the menu system i had made for @rewrite-our-narrative, as the code was quite effecient, and very nice (though the menu is still being made, and isnt much to look at) this was about when i went on a short hiatus, as artfight and summer classes had started, and i was unable to work on the game
i did eventualy come back to development, and with a new drive, i made the first object a tree, made in blender
not long after, i made the first room
along with the first debug menu, allowing for warping around rooms, and saving/loading the game
and thats it so far, some of these developments may get their own spotlights later, but for now, that should be all Whats next: if i can manage it, music, however, most likely, ui and stress testing, classes are starting soon and i wont have as much time to program anymore