#indiedev

What this server has with the tag: posts by people here, and posts from elsewhere that reached it. There's more of it on toot.io.

@ambimist@toot.io

Incremental progress on my cyber-soulslike this week. I tweaked the attack animation a little, and made the enemy a bit floaty and react to being hit, so that the attacks feel more impactful and satisfying!

0:36A third-person 3D game prototype, with an aesthetic reminiscent of Tron - with the edges of the terrain and entities meshes glowing with neon colour - mostly blue. The crystalline-looking player character, resting a large angular sword on their shoulder, hovers along the ground toward a large red orb. The orb is floating on a slightly raised area, oscillating gently around its position, minding its own business. When the player reaches the orb, they swing the blade and strike it repeatedly, from different angles. With each hit, the orb withdraws with a burst of orange sparks, wobbling from side to side from the impact. The video ends with a low shot of the player looking kinda badass, the red orb floating gently off to one side in the foreground.
@ambimist@toot.io

Spent most of this week's productivity converting my digital warrior from Godot primitives to a rigged Blender model - which involved me re-learning Blender for the nth time; plus tweaking the Sobel shader to better support overlapping colours.

But I did also manage to add first passes at a swing animation and a hit effect. Though those both, and the hit detection, still need more work!

0:31A third-person 3D game prototype, with an aesthetic reminiscent of Tron - with the edges of the terrain and entities meshes glowing with a neon colours - mostly blue. The crystalline-looking player character, resting a large angular sword on their shoulder, hovers to and fro on a platform. They swing the sword through the air a few times in a wide horizontal arc. The player then approaches a small raised area, in the middle of which floats a dark sphere outlined with an ominous red glow. The player swings at the sphere a few times, each strike eliciting an explosion of orange sparks (when the hit detection doesn't mess up).
@ambimist@toot.io

Lost confidence in my multiplayer platformer again, so I've been taking some time to try an idea for a third-person soulslike with a tron-like geometric aesthetic.

(because right now I don't have the spoons for modelling anything more complex than a tetrahedron!)

0:26A third-person 3D game prototype, with an aesthetic reminiscent of Tron - with the edges of terrain and character meshes glowing with a neon blue. The view centres on a character made up of four basic crystal-like geometric shapes - for their head, body, and their two hands. The character holds, and on their right shoulder rests, a large sword consisting of just a long triangular prism blade attached to a cylinder handle. The character moves around a small platform by hovering. This is according to in-game canon, and not at all to avoid having to model and animate legs and feet.
@ambimist@toot.io

For I've recently been working on adding a new level - a take on musical chairs. Though there's actually no sitting in the game, so I had to improvise.

A view into a nondescript white office-like room. Several chairs are scattered around the perimeter, a neon sign reading "please wait" is on the wall, and a green goblin character stands in the middle looking around the room. 8-bit bossa nova music is playing from a small speaker in the wall. After a while, the music stops and a different sign - reading "take a seat" lights up. At this point, (a crude approximation of) flames start appearing around the goblin, and it rushes to grab a chair. While holding the chair, the flames rapidly die down. A short time later, the music restarts, and the chair held by the goblin unexpectedly starts vibrating and making a disturbing sound at an escalating speed, volume, and pitch. Ultimately, the chair and goblin explode (with a pop?!), leaving just a pair of smoking goblin feet on the floor as the music plays on.