Darien

Darien

@darien.ink

Game Dev

258 followers12 following71 posts

Frogger learns some new techniques #gamedev #indiedev #gaming #indiegames #godot #parody

I got a lot of comments on my 21st Century Pac-Man series suggesting features like voice acting and 3D graphics. Since those didn't fit well with that project I figured I'd make another version from scratch. I think it's finally modern enough.

A while ago I made a satirical pac-man clone. I'm going to try promoting it with shorts and see if anything comes out of it #gamedev #indiedev #godot #pacman #satire #shorts

Started 3D modeling again. I think this is the first character I've made that doesn't look like an over-subdivided blob. I'll worry about the hands later. #gamedev #indiedev #godot #blender #3d #screenshotsaturday

I've been fiddling more with the environmental effects to get better looking rain. Godot's FogVolumes are really good at imitating clumps of rain. #gamdev #indiedev #godot #screenshotsaturday

My GPU is not loving these multiplayer tests #gamedev #indiedev #godot #screenshotsaturday

My monster storm-chasing game is still in the prototyping phase, but I've been getting some really good screenshots. The first one is my favorite: #gamedev #indiedev #godot #screenshotsaturday

Awesome grass shader! Ignore the guy in the background #gamedev #indiedev #godot #shaders

NVIDIA users when the game requires you to read text anb tnayce m'T nebeoul thuuonols

Wario64@wario64.bsky.social

Digital Foundry: Hands-On With DLSS 5: Our First Look At Nvidia's Next-Gen Photo-Realistic Lighting www.youtube.com/watch?v=4Zlw...

Experimented with adding voxels to my game's terrain deformation system. It looks great but currently uses a ton of RAM. Time to optimize... #gamedev #indiedev #godot #godotengine #wizards #wizardgame #voxels #marchingcubes

#GMTK Day 1 progress: Added procedural terrain generation and made some funny looking horses. #gamedev #indiedev #godot #gamejam #gmtkjam

The spell language now supports input events, so you can set certain actions to happen whenever those keys are pressed. The events last until the spell is terminated, even if you're casting another spell. #gamedev #indiedev #godot #wizards #programming

Added some fancy effects to my game's text editor #gamedev #indiedev #godot #wizardgame #wizards #programming #shaders

I added particle effects and decoration to projectiles. It's not much, but it looks a lot better than the default white spheres. The projectile's color is determined by parsing the code to see what spell it casts on a hit, while the size is based on the mana cost. #gamedev #indiedev #godot #wizards

This week's progress features post processing to give everything nice outlines and a mana system to limit spellcasting. Since all the spells are custom and often involve recursive casting, the game estimates how much mana is spent by parsing the spell's code before casting #gamedev #indiedev #godot

For example, here is the code for the ice bridge spell. HEAT is a built-in spell that costs 1 mana for each unit heated or cooled. The PILLAR spell casts HEAT once, so it costs 50 mana. The BRIDGE spell casts PILLAR once every loop (10 per sec) so we estimate it being worth PILLAR * 10; 500 mana.

When the spell is cast, the mana spent on the BRIDGE spell gets transferred to its projectile, which uses it to cast the PILLAR spell once per loop until it runs out of mana. At some point I want to add syntax for explicitly stating how much mana to use, so spells can last longer than one second.

To make water flow down hills properly, I used 3 bits of each pixel in the heightmap to represent slope. When the mesh loads, each face calculates which direction in UV space correlates to downward motion, shown by the color of each pixel it covers. #gamedev #indiedev #godot #screenshotsaturday

My attempts at adding flowing water have resulted in some tasty looking Jell-O. I may use this for adding slime magic down the road. #gamedev #indiedev #godot #wizards #yummyjello

I made some new spells to test the ice and terrain systems. Most of them work by having a spell's projectile cast another spell in the air. #gamedev #indiedev #godot #programming #wizards

I've added temperature data to the height-map, so spells that affect heat can cause ice formations or start fires. The ice gradually melts on its own, but it can be melted faster by heating it. #gamedev #indiedev #godot #wizards

After a long night of writing shader code and search algorithms, I got the surface covering system fully working and optimized. It looks a little weird on sharp corners, but it's ready enough that I can start making spells that use this system. #gamedev #indiedev #godot #wizards

For elemental spells, I want a way for materials to cover the surfaces of a level for effects like freezing the ground and terraforming. I'm making good progress, but for now it just looks like chunky Splatoon. #gamedev #indiedev #godot #wizards

Here's a telekinesis spell I made in-game using the "push," "hold," and "scan" keywords. My goal for the game is to have lots of simple keywords that can be combined into more complex spells, so coding a spell feels like solving an open ended puzzle. #gamedev #indiedev #godot #wizards #programming

I added some more features to the spell editor, namely a list of your spells on the left side and a simple reference pane on the right. I also gave each spell a customizable icon to better distinguish them on the hotbar. #gamedev #indiedev #godot #wizards #programming

Got the spell editor working! I also played around with adding procedural effects to the text, like the wavy effect on the word "Launch". #gamedev #indiedev #godot #wizards #programming

I switched everything to 3D and played around with making spells. Next I'm going to work on some UI and an in-game spell editor. #gamedev #indiedev #godot #wizards

Back after a hiatus (college). I've started working on a game that lets you create your own spells with code. Here are two example spells that I made. #gamedev #godot

Got most of the mechanics figured out and blocked out a level. Now I just need to add some enemy animations and grind out more levels. #GlobalGameJam

Made it so I can load levels from an image file. This'll make prototyping a lot faster, and aside from that just makes designing levels more fun. #gamedev #indiedev #fallingsand #cellularautomata

Finally added a player character! Adding basic features like this becomes super satisfying if you're not using a game engine. Pretty soon I'll start prototyping different game ideas using the mechanics I have. #gamedev #indiedev #fallingsand #cellullarautomata

Made the water splashier. It's still too clumpy but looking a lot better. #gamedev #indiedev #fallingsand #cellullarautomata