Gem collection. Testing ideas about how to give the player more things to juggle at once.
The Chaos Tunnel
Thing of the Dayβ’οΈ
Created a simple UI around the reticle to mark your "cached misses" and show the recharge progress.
If you run out of cached misses, you can't shoot anymore. You don't expend any if you hit a target.
This prevents players from spamming fire but with some forgiveness.
New reticle thinking, too
Thing of the Dayβ’οΈ
Made a new version of target movement for the tunnel prototype
I present to you: The Vomit Tunnels
okay, seriously: if we were to corral this, would anyone be interested in contributing? Here is the google form:
forms.gle/m2V4j4cDvwNu...
Moon Dragon in game screenshot
Moon Dragon in game screenshot
Moon Dragon in game screenshot
Moon Dragon in game screenshot
New release: Moon Dragon (1997 - Win) - https://www.myabandonware.com/game/moon-dragon-y9t #abandonware
I Will - The Story of London for the Pioneer LaserActive has been dumped and scanned in high resolution. Enjoy! archive.org/details/i-wi...
Thing of the Dayβ’οΈ
We've got round goals and round difficulty increases and selling stuff now!
Thing of the Dayβ’οΈ
After all the planning and groundwork and refactoring:
* The store system is in!
* Can drag and drop items between inventory slots
* Can drag items to buy to your inventory
I think that part was bouncing around my mind somewhere when I wrote it!
#VideoGames
Played Meta Form by @boz-float.itch.io
boz-float.itch.io/meta-form
βI'm not good at puzzle games, but Meta Form is short and the leaps of logic are easy, even if they are dream-like. It's an interactive fiction game where you acquire words by talking to characters and taking actions.
π§΅
**Thing of the Dayβ’οΈ**
* Big refactor to create item system version 3 to shore up some of the annoyances from the second version
* Implemented two new items to test the architecture and expanded the architecture to support them
Next Up: More items to test/expand the architecture.
Thanks for playing!
There's now a money label and a tally for earning money at the end of the round that resets if you lose
* Targets now do a little spawn animation instead of pop into existence
* Set up a system for certain targets to make them spawn after destroying X number of targets that seemed unfair advantage to put on a probability because it could help a lucky player immensely
Thing of the Dayβ’οΈ
* Fixed some problems with pausing by making a script specifically for managing time
* Added a round goal and denote if you hit it by the end of the timer
* Spent a couple of hours planning the project
Almost able to get to the "here's where it gets weird" part
Refactored start behavior to be triggered by a "Round Start" event and then used that to set a start and end screen. Also refactored handling of cursor locking and pausing to provide an infrastructure for more screens.
We're hiring a bunch of Design and Art roles right now at @gravitywell.games!
We are:
π₯ Making rad new IP
β€οΈAn empathetic AAA Team
πΈ Have profit sharing and focused on being sustainable long term
If this interests you, please apply here!
gravitywell.games
#gamedev
#gamedevjobs
What you are passionate about, you will seek out, obsess over, and willingly explore for decades until no one else could have ever possibly forged far enough in the direction you went.
Like for me, my style tends to be about color because I love color. Saturated color. The tone of my concepts are always deeply psychological and my music bittersweet, because I absolutely love that stuff.
Bring to the world what only you can because of who you are and what you love.
I find art style (and abilities) comes from passion. Passion comes from personal history. You have to be real with yourself about who you are and where you came from and what is deeply personal and passionate for you and you can channel that.
Just finished patching this one last night as part of my work for the client!
store.steampowered.com/app/2228490/...
Great to be able to watch streamers on launch and get a wide array of bug finders and frustrations to add UX layers for.
Added hitscan aim (feels amazingly more accurate) and added a damage bonus based on how close to the center of the target you shoot.