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rundown
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« Reply #5903 on: January 02, 2022, 12:34:55 PM » |
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Been a while since I posted something. I'm making a physics based can crunching game.
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woodsmoke
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« Reply #5904 on: October 21, 2022, 05:17:13 PM » |
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JobLeonard
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« Reply #5905 on: October 22, 2022, 07:59:12 PM » |
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"This is fine"
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goshki
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« Reply #5906 on: November 10, 2022, 07:03:43 AM » |
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Something, something, inspired by “The Detective”, and the devblog will be here.
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Feenicks
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« Reply #5907 on: November 10, 2022, 08:14:37 AM » |
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The extra dungeon of False Skies riffs on the bonus dungeons of the GBA Final Fantasy ports, insomuch that it's composed of a bunch of thematically distinct areas that all have some sort of gimmick that wouldn't fit in the main game. Here's two of them.
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Alec S.
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« Reply #5908 on: November 11, 2022, 11:03:05 AM » |
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Tomb of the Devourer
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goshki
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« Reply #5909 on: November 12, 2022, 12:41:30 AM » |
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Tomb of the Devourer I dig this style.
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JobLeonard
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« Reply #5910 on: November 13, 2022, 10:08:59 AM » |
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You're in luck, Alec S. has a lot more where that came from, just click on his profile
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goshki
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« Reply #5911 on: November 14, 2022, 01:18:29 AM » |
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Oh, I know, I've seen other Alec's games before. I just wanted to express my admiration.
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JobLeonard
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« Reply #5912 on: November 14, 2022, 04:12:10 AM » |
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Fair, it is a really cool style
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Alec S.
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« Reply #5913 on: November 17, 2022, 10:35:38 PM » |
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I dig this style.
Thanks! That detective game you posted earlier looks great as well! You're in luck, Alec S. has a lot more where that came from, just click on his profile
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_theRaven
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« Reply #5914 on: March 05, 2023, 10:54:44 AM » |
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This is a lovely concept! Here is a little gameplay footage from my game,
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goshki
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« Reply #5915 on: May 05, 2023, 05:30:19 AM » |
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Not a game per-se but a thing I'm toying with while taking some time off from my detective adventure game – a low-poly terrain generator based on composable set noise generator/operator modules that can be arranged freely. The operators allow for remaping of noise generator output, clamping it, adding island shapes with falloff, height areas, etc. Generated terrain can then be colored with a configurable set of biome definitions (or biome areas to create roads or flat areas). The generator operates on terrain patches and pre-computes vertices, triangles, normals and colors for all quads in each terrain patch at load-time and then uses a pool of terrain meshes to only display patches that are actually visible in camera frustum – nothing is stored in the scene, the generator is able to fully reconstruct the terrain in runtime. The ocean surface always follows player's vehicle (a trick I've seen used in “A Short Hike”) to minimize amount of calculation for waves. Btw. is it obvious that I'm trying to recreate the vibe of Zeewolf from good old Amiga times?
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fioretto
Level 0
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« Reply #5916 on: May 12, 2023, 08:05:57 AM » |
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` You definitively nailed something with the art style here
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Feenicks
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« Reply #5917 on: July 28, 2023, 02:50:55 PM » |
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Been getting some character-specific mechanics set up with my next game. I'll get a dev thread or something similar up once I have some form of demo together.
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Schoq
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« Reply #5918 on: July 30, 2023, 08:17:38 AM » |
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That's so dang cool!
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♡ ♥ make games, not money ♥ ♡
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JobLeonard
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« Reply #5919 on: August 01, 2023, 08:23:58 AM » |
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Yeah, it looks great!
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