Wendelstein
|
|
« Reply #10600 on: November 14, 2020, 06:06:15 PM » |
|
DevLog | Youtube | TwitterStill working on the Wall System for my Massively Multiplayer Online Strategy Game [MMOSG].
|
|
|
Logged
|
|
|
|
Golds
Loves Juno
Level 10
Juno sucks
|
|
« Reply #10601 on: November 14, 2020, 09:10:52 PM » |
|
|
|
|
Logged
|
|
|
|
SolS
|
|
« Reply #10602 on: November 15, 2020, 01:48:06 AM » |
|
|
|
|
Logged
|
|
|
|
epermyakov
|
|
« Reply #10603 on: November 19, 2020, 01:53:48 PM » |
|
Just wrapped up implementing the resource gathering and transporting mechanics for my indie RTS (EVERGLORY). One of those things that's just tough to program, but I'm happy with the way it works now. Basically, the workers (and transport carts) not only gather the resources, but also transport them to where they are actually used. P.S. In this screenshot, you see the very first time I'm actually having a bit of fun with the gameplay loop
|
|
|
Logged
|
|
|
|
bryku
|
|
« Reply #10604 on: November 21, 2020, 01:17:07 AM » |
|
Map travel screen in Shardpunk:
|
|
|
Logged
|
Busy working on xcom-like, steampunk/vermintide pixel art strategy game called "Shardpunk". Devlog | Twitter | Webpage
|
|
|
|
Wendelstein
|
|
« Reply #10606 on: November 21, 2020, 06:06:47 PM » |
|
DevLog | Youtube | TwitterCurrently I am working on new tree models for my Massively Multiplayer Online Strategy Game [MMOSG].
|
|
|
Logged
|
|
|
|
|
Khanin
|
|
« Reply #10608 on: November 21, 2020, 09:29:10 PM » |
|
|
|
|
Logged
|
|
|
|
SolS
|
|
« Reply #10609 on: November 22, 2020, 04:15:17 AM » |
|
|
|
|
Logged
|
|
|
|
RocketJuice
|
|
« Reply #10610 on: November 28, 2020, 06:17:25 AM » |
|
|
|
|
Logged
|
|
|
|
|
Wendelstein
|
|
« Reply #10612 on: November 28, 2020, 05:38:50 PM » |
|
DevLog | Youtube | TwitterI added new tree models to my massively Multiplayer Online Strategy Game [MMOSG].
|
|
|
Logged
|
|
|
|
|
Razakhel
|
|
« Reply #10614 on: December 05, 2020, 04:07:46 AM » |
|
Atmospheric simulation, using RaZ, my own game engine: Some tinkering can lead to interesting effects:
This simulation is based on Sebastian Lague's implementation, demonstrated here: For more information & to try for yourself, head over here: https://github.com/Razakhel/Atmos!
|
|
|
Logged
|
|
|
|
MistyGames
|
|
« Reply #10615 on: December 05, 2020, 04:48:42 AM » |
|
Mistyland You can get extra life points, but be careful - in the world of Mistyland you can easily lose it!
|
|
|
Logged
|
|
|
|
|
Schrompf
|
|
« Reply #10617 on: December 05, 2020, 06:42:06 AM » |
|
Atmospheric simulation, using RaZ, my own game engine: This is amazing! Ten years ago I tried - and failed - implementing athmospheric scattering for a proper sky gradient. By contrast this looks correctly. Except maybe for the heavy blue haze in front of the planet's surface, but I guess that's just because the atmosphere is so much thicker than on earth.
|
|
|
Logged
|
Snake World, multiplayer worm eats stuff and grows DevLog
|
|
|
dustinaux
|
|
« Reply #10618 on: December 05, 2020, 11:08:51 AM » |
|
A particularly difficult tunnel to navigate! Just when you think you safely got the coin...
|
|
|
Logged
|
|
|
|
Wendelstein
|
|
« Reply #10619 on: December 05, 2020, 04:50:34 PM » |
|
DevLog | Youtube | TwitterI am currently working on a new Lumberjack's Hut model for my massively Multiplayer Online Strategy Game [MMOSG].
|
|
|
Logged
|
|
|
|
|