#🏆┃daily-win
1 messages · Page 2 of 1
Prototyping Flight Mechanics for Atmosphere
Heavy Seizure Warning
Here is my two day win, first half nearly complete, only need on-screen lyrics
I dont want to talk about the amount of sprite libraries that's gone into this
Today I have completed the prefab variation my shrine statues! This is a Shrine Muse its a shrine representing the different instruments and sounds made when activated to pretty much progress through the level. I also added in a fast travel goblet that allows the player to teleport to another location in the room!
Another win, I’ve been working on some editor tools!
This is my tile tool, you can move tiles you’ve painted in scenes, copy, paste and flip tile selections, create stamps for tiled ‘prefabs’ all across multiple tilemaps. Super handy for repeating structures, but also continuity across scene loads.
It also has a route feature, so you can assign tiles and rules to certain tilemaps, no more need to chose your tile layer each time you paint! I just finished making a node based quest designer, both I'm super proud of, but I plan on putting the tile tool in the asset store as my first release! 🙂 (The scene is from a demo, and not my project )
Door's Heart Beat mini game. this mechanic was much difficult to make than i thought
Kinda finished my map with all the deco, and added a day&night cycle :)
Test Blooper - 0.2 scale world / 1.0 scale creatures and berry spawn.
2nd Game im developing after i took the 3D Beginner Game: Roll-a-Ball last year
In game picture of my game, looking nice 🙂
Added a system for easily implementing new factions to my game, aswell as faction rep and faction allegiance (two factions may not necesarily be agressive towards eachother). Aswell as some simple ai logic that utilizes it. I also began making a AI Tokens&Needs system so that ai will heal, go behind cover, or loot a gun, depending on how important the task is at that moment. Heres a duel and then a team fight between AI
My Goth Girl game just reached 400 sales 🥳 🥳
I know it isn't a lot but I thought I'd struggle to get past 20 😅
Congrats that's still a really big deal 
How does this look?
Any suggestion on improving how the legs look when jumping or walking?
looks perfect!
It looks awesome. If you really had to ask for something to be fixed, maybe that the legs seem like they are flickering a lot which hurts the eyes in that red color. But the movement is great
Looks awesome! I would increase the players gravity as it looks too "Floaty" or is it meant to look floaty?
I love the top down gameplay a lot
Thank you
Void Step's early alpha is here!
https://gamejolt.com/games/void_game/1049440
A first-person neon parkour game where music shape the world.
Try the game, and give feedback to help shape the game's future and success.
Hope you guys like it
Thanks in advance!
#1180170818983051344 are for posting builds and updates
Made the walking more natural looking, the retraction of the legs when jumping more pronounced, and the camera shifts to where the crosshair is pointing
Reaching two points here Fumo, #1: I feel the need for a flamethrower. #2: You gotta start a dev-log. So I can comment with replies. ❤️
A present for you, my dear! Happy Valentines!! 🫀
Work in progress shop
Cool writeup about my side project was just published:
Created a basic unity tool that captures my scene view, and creates an 2D icon with transparent background for the visual of the item in inventory, cause I am too lazy to photoedit.
Current progress on the procedural fps animation system I'm working on
Been working on an active ragdoll controller, configurable joint is one of the most confusing components but fun to mess around with.
Self balancing ragdoll ✅
Wiggly arms ✅
Jesus, just learned about CanvasGroup today to solve a lot of issues with UI. Heh. Both performance, and proper fading of a dialog.
Actually the fading isn't that proper, but it's better than nothing.
Can I get a quick feedback on the visuals, the music( if you can turn on you sound I'd appreciate it ) and how they match. So something like:
Visuals - x / 10
Music - y / 10
Overall - z / 10
Thanks in advanced for taking the time! Also all comments are welcomed!
Looks really unique but for feedback youre better off making a thread in #1180170818983051344
After 1 and a half months of refactoring, the parts are finally data driven, I had to rework how the ship is assembled (I was never supposed to have custom ships but, here we are), how it spawns, how it's works, how the entities and bosses work, I also added some lighting, I still have a bunch of stuff I wanna do with this, that menu is temporary to just get this to work.
I had to do so much work with this swapping from prefabs to pure data, but at least this all works, it's not really a "daily win" but it's a monthly win.
Last demo day I had a bug that caused me to rewrite the ship handling which snowballed into rewriting the codebase to take in this modular system.
I can now have fully custom ships that save/load so I'm really happy with it, and they have all types of stuff that would extend this post beyond discords limit if I was to rattle off everything.
But, I should never have to rewrite the core functionality again, I've kept expansion in mind.
It just looks so darn cool to me, and the ideas are flowing in abundance what I can do with this thing now.
I can also FINALLY work on features, most my backend stuff is finally DONE :D:D:D.
Also I have to add stat box and what not too, but i'll do that later, as this is an incremental game, I'm hyped the core is solid, finally.
Getting closer, but something's just a little bit off
Them hips dont lie. I think it should be a feature
shakira shakira
🕷
Cool!
Reminder that this channel is not for promoting games. Use #1180170818983051344 for that.
We managed to get dynamic a* pathfinding working with AI and its behavior, this is specifically a test for stealth & taking cover
Amazing, love how the UI has its own rig, reminds me of SAO
Damn looks sick! reminds me a mix of bo3 movement & MW 2019.
I made charged abilities today, you can tap to fire and hold to charge, with tiers that fire different abilities
That’s a interesting perspective. But the animations are just a pack from kinemotion asset store
The weapon animations yes.... not the movement.
Well the movement is really just a capsule going forward, the whole visual appearance of the weapon shooting and arm actions are animation.
"Well the movement is really just a capsule going forward"
What’s your problem? Why are you being so unnecessarily condescending of my effort?
In a channel like this none the less
jealous people will try to nitpick anything dont worry about it
I wasnt targeting you. I think you have some neat stuff going on and the UI is cool. Technically though, even the camera look is included in the asset. My response to him was not saying you did anything wrong but just a direction of if he's looking into similar projects. Im sorry if it seemed like an attack.
@covert pebble That is true but not this case, I am using the exact same asset lol
It came off as unnecessarily reductionist by oversimplifying the technical logic that went into the look and feel of the project, regardless of the animations. The camera look is also my own but whatever, correcting praise directed to anyone is generally a bit of a dick move but i know you didnt really mean anything malicious by it...
i hope that comes with a chair.
Get your groove on 🕺
Not really a major win since I didnt really feel like working much today but I finished my caves map for my VR Horror game!
Level editor for players to make levels to share with the community, along with new grounds song id integration like in geometry dash!
managed to make the beginning of AI combat logic :)
Even more ai logic :)
Managed to get ai priorities working aswell as peeking & stance changes
Just having a bit of fun today, you could say doing a little bit of tomfoolery, adding in some juicy features, recoil, exhaust flames, barrels heating up the more you shoot, just putting a bit more soul into it, nothing is tweaked I'm not trying to polish that stuff, i'll do that later.
Don't want particles and what not yet, trying to go purely game feel with a small amount of juice, I'm just vibing with my game right now, I feel realistic textures and what not distract from a game's core mechanics.
Working on water and fire effects. Burning trees can now be put out. Next is probably clearing debris or having grass grow back.
I made my first rpg town for my multiplayer game 🙂
nothing crazy at all but slowly picking up UI Toolkit w/ Just C# after procrastinating on it for so long and figured i'd share my progress for a dopamine treat.
w/ a bunch of extensions and stuff the code that populates this sheet looks pretty clean i think
Vis_Project.AddLabels((FontStyle.Bold, FontStyle.Italic),
("Project: ", Project.Project.Name),
("Author: ", Project.Author.Name),
("Recording Period: ", (Project.Era.x + " - " + Project.Era.y)));
Sheet sheet = new Sheet<ScriptableSong>(Vis_Project, Project.Songs)
.Add(180, "Track Title", (i) => i.PrimaryName, FontStyle.Bold)
.Add(200, "Features", (i) => i.DisplayFeatures, FontStyle.Italic)
.Add(100, "Era", (i) => Project.GetSongEra(i), FontStyle.Italic)
.Add(100, "Object", (i) => i);
New tree animations are still a WIP, but a made a mockup for my main menu today
i finished my 3 classes for my mmorpg
Made the charecter texture in my game far more realistic, now it fits together with everything else much better!
Reduced draw calls a bunch in my project. (before/after).
Main changed things:
- Most shaders now share a common CBuffer and were also made SRP batching compatible
- Tree leaf instancing was changed so groups of trees can have their leaves instanced all at once (instead of each tree instancing their leaves which would make a draw call per tree)
quick stress test using over 40 trees, each with leaf 2000 instances being rendered. 2 draw calls - 1 for the leaf canopy and 1 for all the trunks since the material on them is SRP batcher compatible.
Finally started working on a prototype
Implemented Finite Machine State for the game general states and merged with the pathfinding and building systems. Tomorrow is polish day, fix how units and enemies will work and start the saving system to Json for all platforms.
We've added combat stun and fog to the boss room 🎉
My game trailer is up! I already have a lot more content not shown, but this will do for now
https://youtu.be/4h3fegN_GSY
Wishlist Emberveil on Steam:
https://store.steampowered.com/app/3997510/Emberveil/
Emberveil is a real-time combat, Action RPG, with character progression, skills, and gear upgrades. Set in a magical, mushroom-filled world full of danger and discovery, you'll explore a beautiful fantasy land, find and defend villages, equip warriors, clear dung...
Looks interesting, try making a thread in #1180170818983051344 its a lot easier to give feedback there because of no slowmode
Pixel perfect procedural brick shader. Textures are unreliable in 3D pixel art for this use-case since any fine detail will get obliterated when the render is downscaled
Reminder that #1180170818983051344 is for promotions.
Bug or feature? 😄 (I needed this laugh after a day like today.)
Feature fr lol
Was kinda thinking "Gun Boots" player can jump in the air, and shoot down vertically at enemy bunny hopping over them. Getting small bursts of elevation each shot. 😄
YES
I'm trying to combine movement with combat
This week I took the time to make some important updates to my new prototype party game platformer project! This is supposed to be a test room just to see how a beginner puzzle/ level could look like. As you can see in the video the player has a launch trajectory line to help players see where they will be launching to and also a ability button that allows the player to perform explosions! I also took the time to create some simple features like buttons, a teleporter system and some simple puzzle obstacle requirements like destroying crates/brown blocks in order to be able to collect the key (1 rounded square). I also implemented a interaction system for the player this will allow them to interact with other collectables and interactable objects in the 2D space.
dynamic pie chart mesh (thanks @vapid mulch for that last bit :))
Hacked Vendor: imagine an additional "hacking panel" that if you succeed you can sell the vending machine items back to machine for profit. If you fail enforcement is sent to eliminate you for your crimes.
What if you could morph onto enemies and use them for attacks momentarily?
Still a working progress but so happy with the results so far. I plan to use this rough animation idea for the main menu screen!
It is a new day! now my player uses energy when doing certain activities. I will obviously implement ways to recover the energy as well. 😄
🔥
Fixed pathfinding and ai behavior logic to prevent ai from getting stuck on walls, they will occasionally get stuck but not for long as they have specific logic to get them unstuck :)
any ideas on how to improve Crab Adventure?
After a few days I manage to get this all upgraded, fixed the rotateToSocket logic added offsets to those so then it can all be tweaked on a per chassis base.
There's a lot on the UI it's all temporary and will change when I add more items in, I'll add a grab + rotate and add more chassis in to do the rest of the socket logic, then I'll rework the GUI, that'll probably be part of next weeks task as well as a tutorial.
Then there's just a week of polish before the next demoday (Part of AGDG community), that with a few more parts should be a playable game, that and fixing the shop's texts and things which will be part of the polish, I've gotta also update all of the screenshots, now that I got some basic lighting in.
(Reposted because I attached the wrong video, 5am code sessions amirite?)
Finished up my Shop UI, along with a full showcase of the “Cataclyst” skill-tree now fully implemented
AI reloading & taking cover when reloading logic :)
This proved to be very complicated to get working
looks really nice
unfortunately it's a massive PITA. Disappears at certain camera angles (probably an artifact of fwidth which I used to ensure 1 pixel thick lines at any resolution)
but textures are completely useless for this sort of thing at such low resolutions (especially since the game is being downscaled) so it's kinda the only option.
Long research finished: Gizmo rendering using analytical anti-aliasing for 3D SDF. Tile based order independent transparency (up to 8 layers). Unity render graph (raster and compute). Game and Editor window support. Making shapes with SDF radius via standard Unity's transform component
The research page: https://github.com/Goshido/android-vulkan/blob/%2393/docs/gizmo-rendering.md
Roguelike prototype
Made screws, sound walls that muffle stuff behind them, and trucks that drive to waypoints c:
incredible video quality, i know, yes
oh yeah and also its all done in visual scripting
i like the head-bob effect and weapon movement while walking
I like it too! One day I was complaining that my prototypes looked too stiff and clumsy. So I added a standard left/right camera tilt to the head bob script, and in the eqSway script, just a slight shift of the weapon holder in the opposite direction of the character's movement and a left/right pulsation in a parabolic pattern. It looks very smooth, and it's quick and easy to design and develop, so from that day on, I always start designing movements in new FPP projects this way. 😅
managed to optimize the ai in my game enough to be able to handle 120 agents at a time with 30-40 fps 🥹
Hey what channel can we post our concept art for our game or any 2d art updates?
rewrote the water shader to not use any textures for the horizontal wave lines. now uses the derivative functions (ddx/ddy) to draw pixel perfect lines scattered across the surface. Always 1 pixel thick at any resolution
Added a chassis selector, this is all place holder positions I really need to fix the design of everything, but that will come when I do a GUI pass, these panels and buttons all use this 3D asset that I whipped up in 2 minutes.
I did some concepting and will slowly migrate the system to something more digestible when I get more parts and functionality in, a system like this needs to grow and change so it's fluid.
I'm not a fan of those bars to select part, it's all place holdered into position, I might make it a list of items, but I also think I might do some type of tab system and break up the screen clutter with something nice looking, but that's not a priority at the moment, I do have a few ideas on what I'll do, they'll be pretty fancy.
Also yes, if you don't assign an exhaust your ship won't go, I'll have warnings and stuff built later.
just got the outline to change width based on light 😌
what is this i like it
My level is heavily covered in crystals, and since it’s a huge theme of the aesthetics, I took the time to create a crystal vine that acts as a stationary trap. When the player is close by, it will activate its attack. This applies to the crystal spikes too. But an important characteristic to keep an eye on is that some hazards will give a sort of warning for when it will attack. For example, this sparkle particle will show right before the strike comes!
Left my prototype running on a laptop at pinball league last night and almost all 35 league players played it.
People were hooked. Two friends put in multiple hours the day before — and it’s only one level.
I am now extremely motivated… and slightly ruined for normal work 😂
Making a funky looking car/bus model, with a weird supercharger looking engine
This is rough animation I have been working on for my main menu! I finally made a idle design for beta build of Soulclef!
I don't have a strong computer at the moment to make high FPS previews.
None the less, wanted to share my progress. ❤️ Game runs 60+ FPS on a $600 laptop from Walmart.
Solo/Indie Dev Game Project - Title to be determined
Development Progress 2.27.26
Raw uncut footage / All content is WIP.
looks cool, needs a polish pass tho haha
This placeholder UI is ruining my eyes, anyway, added extra parts, had to put the rest of the filtering code in, I named the types of ships "TechLine" so then it'll filter, It'll filter further when I get more place holder pieces in, but I wanna build a system that just takes data from an excel sheet and removes the need for prefabs.
I could improve this by letting people just add sockets where ever but it's not within the design of the game, it's not too hard because all of my core game just adapts to it.
I wanna just have a complete game, not be tied up in systems that don't really improve anything, plus I got a shoot out a prototype demo next week, so time is limited.
If I was to allow fully custom ships, that players could dump parts on, that would require a whole game logic change, not just the logic but the whole game feel, which is something I think a lot of developers forget, I have a target and am sticking to it.
Maybe for another game I'll do a full custom system, I'll just see how everything evolves first.
Real-time shadows in a 2D game? That is usually overkill — and a performance killer. In this video, I show you how to create clean, stylized fake shadows in Unity using simple sprites and transforms. You will get better performance, full artistic control, and shadows that actually fit a 2D art style.
Perfect for platformers, top-down games, p...
Hey everyone!
I composed the soundtrack for the game Helgnar The Conqueror.
Here is Part 1 of the OST.
Hope you enjoy it!
Official soundtrack music from game "Helgnar The Conqueror".
🎧 Tracklist
00:00 Hope does not die
03:06 Rinzler's Fury
06:10 Willpower determines everything
09:25 Return to Conqueror
12:09 Doomsday Trailer
15:11 Age of Change
17:48 Rokhal Metal Trailer
Part 2 coming soon
—
I’m Zac Ivand — composer & music producer.
I create original ...
Yo bro thats awsome it sounds great
Thank you so much for listening🤝
Given that the ability to equip new body parts is now working felt it was time to get one of the rare suits ready for the game. This will be a set unique to the Evergreen area of the game. Still WIP but pretty close to being done.
Looking forward to running around in this as I work on the game. : )
Began work on a realtime weather system, what i have so far has inspired me to go even further :)
Adding this small animation is so much fun to me
i really like it :o
looks good!
Released our demo today! https://store.steampowered.com/app/3846690/Contact_Protocol/
Get to Ganymede
Contact Protocol is a starship job simulator taking place in a gritty, cassette-future. Humanity has spread throughout the solar system and started extracting its natural resources.
You play as the security officer aboard PALE HORSE - a Galileo Corporation vessel carrying miners set for Ganymede, Jupiter's biggest moon. It’…
2026
Finally got around to improving boss logic, improved it's move set, so it works pretty well, got a bit of other tweaks to do on it, it will get faster as it loses health/parts, I think it looks pretty neat, I might do another move where it uses the outer edge to go all around it too.
Also the fire rate is low for the player, because it's part and stat dependent, if you equip better parts on the ship it increases firerate btw, as explained in the previous vids.
OOHH YEAAH!
From rough sketch animation to finalize work! This is my main menu update I have been working on for the last 2 weeks and finally I have a main menu that actually feels like it gives hint to an adventure like no other 👼 💀
Not exactly what I was going for
Finally got my player and agent actions in a solid blockout state
Some new grass/path tiles, and new build UI this week 🙂
Got some volumetric light going in URP, it hurts performance but does a lot for the atomosphere!
Setpiece 1. 14 more to go 💀
finally finished my roguelike co-op game's Main Hub, Hacme's Hub !
https://gyazo.com/5f42616c33debc1e02966bf2d2dd839f
A small (but effective) track builder tool to help create levels for our game. No more manually placing things. 
Ultimate prove that sometimes quaternion compression is too optimistic for some algorithms. Need more precision 😢
Finished making custom terrain generation system based on biomemask.
2048x2048 terrain test
planning to add medieval village + River
I always wanted melee sweeps and sort of got it working. It needs optimizing and I have some animations to block in, but it works!
Made some ring boosters for my neon parkour game!
finally became broke just for launching our steam page 💀
https://store.steampowered.com/app/4462810/Sicarius/
Why became broke for launching game? I thought it did not take money to launch game
It costs 100usd for launching steam page bro
dont they refund the 100 if you make that in sales though?
Yeah they do
But you need to make 1000usd revenue first to get refund
Else you’re cooked 
it cost more on ca btw total to CA$136.51
that's almost equals to 100usd
while i use hk currency so its 776HKD, almost equivalent to 20 lunch in total 
Learning has occured. I thought I was being pretty smart. I thought surely 750,000 Unitycubes acting as terrain with individual colliders would be an issue.
Actually the built in batching system handles it really well.
So when I spent 6 hours to make a custom system to bake a mesh, and attempt to optimize it. I didn't realize that when it is a unified mesh, it renders all the verts/tris, vs just the portion in camera view. lol. Learning has occured.
Finally made another devlog for the last week, finalized the weather system, made an advanced skybox, and also added clothing to the game :)
Chat system, multiplayer synchronization almost done!
this rocks i love it
this might be the best thing ive seen in this server yet
Hey guys I'm new here what's up
this is a showcase channel, #🤝┃introductions
I added a little 3d platform I made in 3ds max , turns out my 3d experience still pays of after 10 yrs
Slow and steady progress on the procedural walk system
I have a need. A NEED FOR SPEED
Its the cliche answer but im getting serious noita vibes, looks amazing!
big fan of the noita engine, this looks insanely good! the possibilities are endless and im curious what you will make of this :)
So I have a set of 3D prefab tiles for the terrain base, similar to that of tile sets that you would expect in 2D pixel games. Hybrid and Micro tile variants allow me to edit the terrain layout for specific areas.
That said some tiles may have up to 500 objects inside the prefab.
So when I need to create a new set for the new zone x different types (6 currently) it would be be up to 1500 individual objects to drop into.
I am far to lazy for this and made a material swapping tool that allows it all to happen by setting the material replaced with the material replacing in the reference fields, then click and viola!
Seconds to set up a new set of materials for a new set of prefabs. ❤️
Believe it or not I have seen people run like this downtown in my city, not sure the drugs they are using, can never catch them to ask. 🤣
Finally added two AI factions to my game, LDD and SPZ :)
Making a finite state machine semi graph based
With workflow similar to unity animater state machine
Main menu is finally fully implemented, ready to go for the first playtest this month! 😄
for some reason this game is familiar to me
Lol thats strange, its all custom art and I haven't had much inspiration from other games
ah i remember now you asked about our suggestions for your inventory ui, game looks nice goodluck with the project
Such majestic strides
Customization system WIP..
Multiplayer synchronization looks good so far.
Final translation tool design made with 3D SDF Analytic Anti-Aliasing (AAA)
Ahh that makes sense, thank you! Good to know the project sticks out enough to be memorable! 
really cool. You a pro graphics programmer probably
made a foggy environment 😨
Added Hairstyles for my game's character customization
Finally, the ship uses no prefabs, it's all data driven now, so the whole ship's stats can be edited on a google sheet, the sockets and model can be edited on blender.
I was using prefabs but doing 100 ship parts is not viable with prefabs, just doing collisions now, will fix the ship creator GUI, then look over the part stats making sure they loaded and then the system is done.
I am aware it doesn't look impressive, but wait till I can make 10000 parts by copy pasting lines in excel.
EDIT: I failed to mention collisions now auto generate based off the size of the part.
I'll put another circle collision in that finetunes the wall grinding parts.
RATE MY ARTSTYLE PLS
this is not meant to happen obviously, but very funny bug
He's shy
Yes, but its much simpler than it looks, its 2D texture painting with a custom shader, and it has alot of limitations for that reason 😔
Thank you so much! Your charecter face rigging looks incredibly impressive together with all the technical stuff too!
To answer your question -
My game isnt entirely focused on the destruction so i think i could get away with keeping it mostly visual (bullets and grenades can still pass through when i use certain tricks :) ), i have another mask in my shader to always display something under the destruction, and i could probably put rebar and stuff like that everywhere so it also looks like you wouldnt be able to pass through. The reason is that even if i could generate a collider accurately, the shader glitches out while you are inside of the object and the object becomes invisible, and the shader also goes on objects with a rigidbody so that complicates collider stuff even more.
- in the game you normally wont see this level of destruction
This is an animation Idea I have been working on for another indie game project! I had to see how it would feel with some background music and honestly kinda nailed the idea I had in my head haha
I finnaly completed making this Grid guide system extension for unity UGUI.
Basically, Unity Editor tool that overlays customizable grids on your UI Canvas for aligning, prototyping, and polishing UI layouts with precision.
It includes thing like snap to grid, dragable custom grid lines, and many grid operation
You can post this in #1179447338188673034
IGN Picked up my Game Announcment!
Watch the Announcement Trailer for Noko's Noodles, a cyberpunk noodle shop management game developed by Cyclogon. Players will lead operations of a dark cyberpunk noodle shop to make noodles, facilitate connections with clientele, and choose how to respond that could change the course of the world. Noko's Noodles is coming soon to PC (Steam).
nothing special, small creation finish from the unity learn.
i finished my main menu
||making canvas responsively resize to fit all sorts of resolutions and ratios is a chore||
After much brute force and a bit of chatgpt help for how to traverse my weird data structure I got this. This is a chunk based randomly generated map that is just a test and pushing it to its limits. IT is made for much smaller areas of 16x16 to 32x32 chunks not the 256x256 chunks I cranked it you. This was just for the funsies after I finally got this working
Last year VS Now!
Full set of gizmos made with 3D SDF Analytic Anti-Aliasing (AAA). I especially proud rotation tool gizmo.
Have released a trailer for my demo!>
https://youtu.be/ps1qBohCTC8
Game name: Concrete Tweet
Link to the game: https://gallowjolt.itch.io/concrete-tweet
“Concrete Tweet” is a psychological horror focused on megalophobia (fear of large objects) and explores the traumas and experiences contained within another's psyche in the vast, dream-like experience of the broken world of his, with a unique audiovisual s...
https://www.youtube.com/watch?v=CRePt553pa4
Added voices to NPCs, hopefully not AAA mario chungus and should make shopkeeping feel cozy
You'll never feel lonely in the shop again! We've added an all new voice feature to customers. They'll react to what you do and let you know if they need something, each with their own personalities.
There will be a lot more to explore in the upcoming "The Immersive Update" for Saleblazers. We're excited for you to experience it for yourself!
...
Added the Pulse Tether, my game's version of the grabbling hook, would it be better if I keep it like this where you can attach anywhere? or limit it to anchor points?
Sway system + distance culling
Test Stop-Motion + Level 1 Flowchart
Got the fake speed feeling satisfying
this one's really cool :o
Today was cool, i managed to
- Add LODs to the Volumetric Voxel Parallax shader
- Unify all VFX logic into one, now supporting an infinite amount of different materials without having to change anything inside Visual Effect Graph, resulting in a highly optimized system for spawning OnHit particles :)
Reworking my weapon upgrade system... some UI mockups (the cube is a placeholder for a weapon)
I just started making cave system today.
Generating cave inside of mountain biome, giving its own dark colors, adding ores.
made a working flashlight
I feel like its a little too dim, on my phone im unable to see that there is even a light in the image
cool!
Second phase of level 1 map is ready
Thank you for your feedback
why this is damn cool
Figured out Terrain and a water shader
Guys. I created a trailer for my upcoming game. Please take a look. It is a first person survival horror and I will release a public demo next week.
https://store.steampowered.com/app/4503570/MOLOKAUST/
MOLOKAUST is a first-person survival horror game where you must rescue your wife and daughter while struggling to survive the horrors that await in the ruthless town of Tecka. The game features an ultra-realistic atmosphere and unforgiving gameplay mechanics that will test your sanity.
EXPERIENCE THE NIGHTMARE As a desperate father, you must d…
To be announced
Tolet
Feels indie Resident Evil or Silent Hill, almost. In a good way. The voice acting is slightly strange in the trailer for me but it's not turning me off the game. I wishlisted it, so.
shooer hmmm
lol I want these assets they're legit good. At least compared to how I model in blender.
😭 thanks man appreciate it
Not even remotely a big thing but I drew a health bar for my game. And no, it's not the final version. I just drew a quick one to test the health system. Took me like 5 or 10 minutes.
Trying out a new powerup idea. No visuals yet, but the plan is to make these little fireworks that launch out and explode in a fun way when they impact the ball.
this is super clean
Made a small showcase for the improved destruction shader and new VFX
Looks really satisfying wish I could play that now lol even doing just that is enough.
ZU-23 mentioned ❤️
I MADE LORE. (Two paragraphs on a single text long (Basically a note) BUT STILL LORE.
I've exclusively used monogame for the last 5 years and just decided to give Unity a go this week. Making progress on 3D tile based pathfinding!
After working on this weird and fleshy roguelike horde shooter for months now, i finally decided to make a steam page for it
This is the first time i'm actually making a commercial game, and not just a jam project, so i'm pretty excited :3
https://store.steampowered.com/app/4542120/Neurospasm/
wishlisted cause it looks cool. Would love to play if a demo is ever released.
Thank you :D
I plan on doing a demo for the upcoming steam next fest, which should be around june
made the minimap for my game 
Finally was able to release prototype for my workshop management roguelike ZArmory
https://bread-over-games.itch.io/zarmory
finnaly polished my asset , made the docs just need a better demo vid then ill publish. https://youtu.be/GqqZtp7Ig0w. Also here is the docs: https://azsoftstudio.github.io/UIFurnace-GridGuideLite/
Pickable/droppable items and its item grade visualization. Multiplayer ready
So here's the actual finished cover-art piece for my game that Nick Flooko sent me. He also sent a really nice high quality scan for editing and manipulation.
I'm busy working on development tasks, but I have a few logo concepts I want to look into further. Biggest challenge will be getting something that complements the brush stroke painterly style of the cover. I'm hype though!
finalized my minimap 
https://www.reddit.com/r/Unity3D/s/qqXRedXv4M
Procédural animation 😁
Hey I updated the mana/soul charge mechanic. I plan on creating rooms that will evolve more precise platforming were using the charge button can be helpful in coming to a needed stop when platforming mid air!
Brand new text/audio collectible model I made vs the old one (literally just a rescaled cube in Unity that I colored)
i love the stylisation
Let's start boss fighting ! 😄
So far this is the updated player combat system so far its still very basic but now with the mana charge ability functioning properly this can be a good jumping point to creating a more dynamic combat system with more interesting combos and animations!
looking good!
Prototype of Logging system, merging/splitting item in inventory
not exactly a win from just today, but i posted a video because i'm halfway through a game jam and have been making a card game themed around Diive's Xingzuo Temple 😄
https://vxtwitter.com/AruSoft_/status/2036880317902967109
Halfway into the 6 week FGD Jam and my Xingzuo Temple themed roguelike deckbuilder is coming along nicely, basic combat stuff is now finished and next will be macro stuff like traversing battles/events/shops on a map. Here's a preview of the combat system:
INSANITY (Death scene)
Couple things going on here.
I was stuck for a while not wanting to wander into feature creep but still wanting my combat to feel robust... and I think I struck a balance with this combat system, and it feels REALLY good.
Finally made my first modular room, even figured out how to add a mesh collider so it's solid but the doorway works.
🔥
made a small lil title screen for my game
explosion test
I just released the alpha of Dice? No Dice!
A tactical roguelike defense game inspired by DnD-style combat.
Now available on itch.io:
https://fenroargames.itch.io/dice-no-dice
Trailer:
https://youtube.com/shorts/4q_VgAsytVM?is=DiXBfnaS2u67U4Za
Very happy, this was the second biggest hurdle for my Game Jam project 😄
https://vxtwitter.com/AruSoft_/status/2037974456719610304
I added arms to my game!
wowie :D fire
Truly happy with the work I have done honestly. This game has been a great way for me to build my skills as a unity developer and can't wait to show it off at my next networking event!
Got my room about halfway done using placeholders. Now I just gotta do the other half whenever I get free time.
simple prototype for a bigger project
Sharing gameplay video of my game Cubic Mage!
SFXs are to be added soon!
Magic Engineer - Rifle Animation Prototype
Let me introduce you to Cubic Mage's new class - The American. (Joke, SFX is a placeholder)
New class - Magic Engineer
Just submitted a 72h jam game 🙂 https://lastframe.itch.io/line-work
Made another weekly devlog :)
🔥 fire gameplay, but DAMN u fumbled so hard
Motel with Vertex paiting!
My Playtest is live!
Please click the join playtest button:
https://store.steampowered.com/app/3997510/Shroomveil/
EXPLORE, DEFEND, DEFEAT
In Shroomveil, you search for Sporeling villages, equip their warriors, and defend against enemy raids and defeat bosses. Then loot the enemies and collect magical mushrooms and infuse them into your gear for combat upgrades. Find dungeons and clear them with the assistance of the village warriors. Craft gear at the black…
August 2026
Even for just cylinders, this is starting to take shape.
Sweet! I'd be interested to learn about your fog of war technique, are you using a texture -> shader approach?
I've added the core of the upgrades system to my game, which means all of the foundations for it are finally built!!! Now most of my changes will be adding new variety to existing things, like new enemies and new upgrades, or smaller tweaks
Note that I upped the XPea yield for demonstration
Got a real object renderer to work for my inventory system, now if you put or remove attachments from a gun, it will update the items icon too!
Even better, i no longer have to draw icons manually for anything!
Got a real object renderer to work for
So happy, i finished all the important parts of the Special Milk Latte event in my game jam game, and with all the coding I now have a foundation setup to much easier add other events later on, 2 big wins during the past few days of work ^ ^
https://vxtwitter.com/AruSoft_/status/2039399376297070597
Recreated @DiivesArt's "Special Milk Latte" event in my game for the jam, with the foundations for event rooms programmed, that marks the completion of 3rd and final big hurdle at least as far as the current scope is concerned. Very happy with it!
added some juice to my tiny picross sideproject, quite proud of how it turned out =)
some PS1-styled cars I made ;)
Ooh so excited! Hope all goes well. This is the first thing I'll be putting out in the world
I just started making a 2D rpg and the basics of the NPC Dialogue finally works! It took me very long to get it working (:
I added a weapon customization to my voxel game. You can gain extra stats by putting cubes on it. Multiplayer ready.
some PS1-styled cars I made ;)
Benchmarking and playmode, using Unity 6.4, 60 Hz
Original Demo content from Unity Technologies 2021, remastered by FFHstudio Hugo, completely updated lighting and rendering to fully implement RTX and STP with dynamic resolution, RTX 3060 parameters also allow adding DLAA upscale pass.
6.4 RTX github (fork) : https://github.com/FFHstudioHugo/Spa...
Pretty cool! Good start, love the camera movement. Is the interior an asset model?
Heck yes.
Really excited to share this because I plan on making my game playable for feed back at the end of the month super pumped for the level design I have been making!
Finally fixed the line trace trajectory spline
Still building the new menus but I gave them a coat of paint, upgraded the buttons and menu system, I cut the initial main menu up so it loads scene specific game modes, I'll balance the colours of the neons later, I have to build everything first then do a polish pass on it, this will probably be the final menus before EA release i'd say.
The main thing was changing how menu go back from another map on to the player, but now that's all fixed.
Also have to fix the button selector's colour.
Ah, yup! I store a big texture with revealed cells on the red channel, explored cells on green and out-of-bounds (baked in the level data) on blue and then calculate a pre-multiplied thing that additively builds up a texture using blit. Here each texture is actually just black with some degree of opacity, but I can plug in different colours or textures if I want to do something else. I use a render feature right before post-processing to draw the on-screen effect that only targets a certain renderer layer that I have labelled as "Receive FOW". The minimap uses the raw texture data calculated by the blit.
Cool! I’m using a similar approach but a bit worse, since I’m just feeding it to a global shader texture, so I need a custom compatible lit shader. It’s my first time making an RTS so I’m just trying my best to figure it out and learn better techniques haha
Hi!
I just released a devlog about the colony simulator game I'm working on.
I'd really appreciate any feedback 🤭
In this video, I built a colony simulator in Unity from scratch and documented the entire process!
This is the first video on the channel. The goal is to show how the project evolves over time.
Future episodes will expand the game with more features and improvements.
If this kind of content is interesting, consider following the series to see...
Really well made! Great visualizations!
Just released the demo for Complexia, A Ballet of Blades
Been a long ride to get here, and it'll be longer to finish. But it'll definitely be worth it in the end!
Complexia, A Ballet of Blades is a Tactical Hack-and-Slash Action Adventure available on itch.io
https://kelvinmulungu.itch.io/complexia-a-ballet-of-blades
Wanna create sword techniques for the game? Become a Patron to gain the Core Memory [ORCHESTRATOR] ! Once a week I'll fully develop a submitted technique from any other games/anime/manga/...
FINALLY got a grasp on modifying keyframed animations during runtime. Took me over a week just to make this basic procedural punch animation. Not finished yet, I'm no good at math so this stuff is challenging 🥲
2000+ enemies at over 70fps, with an improved crowd sim and a new optimized animation system! Glad to actually be getting some optimization wins :D
I like your enderman farm
Worked out a bullet hell pattern editor purely in ui toolkit using the data source system. Hardest part was working out a preview player to simulate parallel SOs that don’t wait till the coroutine finishes (also simulating coroutine in editor space)
The stats viewer shows each stage’s time duration along with the full spell time in real time as they tick through. Using the editor data models with a public interface allows for simple one way binding to make the stats pane display realtime updates to the stage times and other things going on in the simulated frame cycle, as well as the active bullet count.
Kinda proud of this so far. Got more features to add but here’s the product so far
The simulation is in 2d pure editor space but the same SOs get used to generate bullet patterns in a 3d scene
This is pretty neat! Explosions now push enemies. Super trivial to implement since my custom crowd solver handles everything. I want to add an animation for them to have while they're being "thrown", but it looks pretty decent already!
Hi, all the assets come from the offical Spaceship Demo (https://github.com/Unity-Technologies/SpaceshipDemo.git) , my project is just a public fork of it, my goal was to technically (graphics) update this to see how it run using raytraced setup, and well it's fine, i did preserve all the animation, scripts etc, just relited it, tools update and tweaking the rendering really
the fork is public actually, main branch is fine; https://github.com/FFHstudioHugo/SpaceshipDemo.git
and all assets are on there, this assets are under unity's licence which are to preserve n your project I guess if you decide to use some of them
Spaceship Demo - AAA Playable First person demo showcasing effects made with Visual Effect Graph and rendered with High Definition Render Pipeline - Unity-Technologies/SpaceshipDemo
isolated track instruments to projectiless, so that firing widens the immersion into the game. Synced up for multiplayer too!
https://gyazo.com/c6867792f2ef016f5a135bdfa8d48b3e
Here are two particles I cranked up this evening for ZArmory. One is for salvaging, second for repairing. It will fit together quite nicely when character animations are finished
Made a CSG Editor to act like Hammer Editor
Today i finished my modular revovler reload system. Likely the most tedious and exhausting thing to make ever
Last night was a lot of work creating the rough block out of more level designs! Here is a test of the most recent level I made!
Managed to squeeze alot more performance out of my Nvidia Flow plugin
Next Move, Full Allumination and lighting support
Got lighting working
i completely redid my underlying upgrades system today in order to accomodate viewing your current ones and it was a gigantic headache but now everything is SO much simpler to expand. Also featuring nacho cursor
- Added Cat Ears
- you get to dye your clothing now.
- Magic engineer's first skill, place a turret and order what to attack.
- added 4 currency coins, bronze, silver, gold, and Moonstone coins
- added coin slots in inventory
Big win today!!
https://cdn.discordapp.com/attachments/1391736632545247253/1490707500528566343/Showcase33.mp4?ex=69d5090c&is=69d3b78c&hm=171b48ca3cdf9529360ec528fb53ccf4975450576ac4365fdf6842219e4d8f4a&
Just made another weekly devlog for my game :)
tuff pixel particles btw. genuinely love the style.
Thank you 🙂
low key stoked at how the weather system for my game turned out today! especially the blizzards
(ignore the fact that its technically spring)
https://cdn.discordapp.com/attachments/1286543127984738335/1490958409871396955/Unity_22ZAICH2se.mp4?ex=69d5f2b9&is=69d4a139&hm=9aaa401dbc20f07e3de2f6eb23fc937499ff4b79c50d633b7702c335998d3b9e&
@teal ridge This is not a place for advertizing, if you want to show off something, post a video or an image. Otherwise use #1180170818983051344
sorry i didnt know that thanks, will do
https://cdn.discordapp.com/attachments/1393919044964450395/1491090137382387852/Capture.PNG?ex=69d66d67&is=69d51be7&hm=553dbeac9ae97941cfce689c9ef5b0595c83f199010291f2d99d14b5bd7b169f&
https://cdn.discordapp.com/attachments/1393919044964450395/1491119719053262908/Capture.PNG?ex=69d688f4&is=69d53774&hm=3150fb14176eb7da88f099fc19ecb9fa168864065485df346f7383aa07c9bf93&
Added ammo type logic to the game and made sure the proper round is also being loaded into the gun visually :)
physics are done, upgrade logic is done, just gotta fix the issue of engines tilting up in turns for a new demo build 
Love the moebius art style 😍
looks cool! My only problem with it is the boosting, it feels clunky and kinda outta place, you boost for like ~1 second or less and then get hit with an immediate loss of speed and it just looks clunky. I get that nothing has polish yet but I think the mechanic itself needs more- I think some ways to fix this is either allow for longer boosting which could be just sticking bandaids on it, or try something else. A direction you could take this is to allow the player to continuously boost, and just make the map have sharper turns or things that compliment the infinite boost, this way players have to turn off the boost on their own accord when they want to lose speed, or find a perfect way to take that turn with that boost still active, which is imo more pleasing then need for speed style boosting where you boost for <1 second. that way of doing boosting would also be unique to the racing market and could be a strong identity of your game
boost and cooling are stats that can be upgraded, more boost = can boost longer and with more force, more cooling = boost recharges faster .
with the current setup you can boost for around 10-11 sec when fully upgraded, and it takes 3 sec to recharge that at full cooling. this means you will be able to basically go 1200kmh consistently, and in that 10sec you cover like 3 kilometers.
the video was made without upgrades
I also plan to make it so going in a straight line while boosting gives an additional multiplier that you lose when you turn
procedural terrain texturing
I love the art style! It can be just me but i kind of see the ground texture distracting while moving fast, it hurts my eyessss
Made skill book system,
Investing skill points to skills, quickslots functional!
New ship editor, I've been a bit sick so I been a bit slow, but I finally think I nailed some type of design for it now, at least if I get the functionality in I can just edit the layout easy enough, I didn't want to add visuals I don't like working with finalized assets as the functionality of things suffer but in this case I think it's acceptable, the theme will help the maingame, I'm pretty happy with it right now.
I might add more animations on the menus, just some quick ones, I do have the animations there I'll hook em in, should really boost it.
I guess the "win" I had was figuring out the button style to the left of the weapons, chassis and exhausts, though the models there are a bit weird with their rotation but I don't have to make icons for everything right now, I'll worry about that later I think.
I should have this all rehooked up today, then I can start to add more in game content.
parallax distance bleeding
I made a foul beast for fun 🙏
made some part pickups 
Main game scene fps 300+!!
Huge win today
Is this for the game that you are working on?
nope, i made it for a gamejam :)
This has nothing to do with the game im working on
I am heading for a release of a new version of ZArmory with a lot of new system. And to accomodate for it I expanded player's base of operation. Here is a little sneak peak
While still very unfinished, barely even conceptualized, one of the levels is finally starting to actually feel a bit like a level and less like just a playground. Granted it's mostly untextured and not lit or shaded but that's mostly just cause I'm more building than anything right now (the little capsule is the player)
@monkerwonky muted
Reason: Too many messages in multiple channels
Duration: 29 minutes and 53 seconds
finally reached an acceptable result generating a level dynamically based on the music selected
Is that song from Doom OST?
Procedural Block animations. Still needs major work, this is just a demo. https://www.youtube.com/watch?v=N8PepoJiWO4
Character models & base animations from Mixamo.com
Contact me at:
crowbaltgames@gmail.com
parallax with steep finished
Yes, I downloaded it as mp3 to test the mode
The mode allows the player to use any locally saved music files or directly paste a NewGrounds song id similar to how geometry dash use Newgrounds music
https://cdn.discordapp.com/attachments/1393919044964450395/1492949098414866502/b.mp4?ex=69dd30b2&is=69dbdf32&hm=3e2445b5050c5bd0b88ad6930933d504c7e62615521c5902d1bbeb6a0b886488&
Added an animation for manually chambering your firearm incase you cant find a magazine anywhere and have a few loose rounds :)
@nathanmusk muted
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@im_distorted._. muted
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Trying to make something original to show of my technical skill
how does that gun moving
The cursor
@weebroo muted
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There's a deadzone on the gun pivot. Right click hold disables the deadzone but also locks the gun.
Making a dungeon system.
Destroy mana crystal to start combat with spawned enemies. Once the room is clear, doors get opened, and you can proceed to the next room.
looks cool i wonder the gameplay
@pf.vr muted
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Custom 3D SDF gizmo:
- 3D SDF Analytic Anti-Aliasing
- proper blending
- Analytic Collision Hovering: High-precision mouse interaction using mathematical collision shapes
- Size-Distance Invariance: Logical scaling that maintains consistent visual size and interaction accuracy across any distance
- Actual collider preview
Procedurally animated death and gore system for my game dev project:
Here is a test play of my current game development project "Null Contract", showcasing procedurally animated active ragdoll death and gore mechanics.
Reaction voices (grunts, yells etc.) are relatively new so they may change in the future.
"Project: Null Contract" is a survival action game with extraction shooter genre mechanics trying to depi...
@comicss9 muted
Reason: Too many messages in multiple channels
Duration: 29 minutes and 52 seconds
https://cdn.discordapp.com/attachments/1391736632545247253/1493258444944445480/showcase34.mp4?ex=69de50cc&is=69dcff4c&hm=2e02ff6eaac5716cfe6fc6c29cd333ff7acea4de180a94eceb023004ccdbcaf2&
Volume warning, idk why its so loud...
Anw i made another weekly devlog
I thought of this crazy way to elevate my puzzles in my project! Instead of simply interacting with an object now the player will have to solve rhythm base puzzles to progress and unlock rooms! This is also a cool way to teach a little music theory as well!
I made a decently stable dynamic rigidbody character controller
Today I was able to release new version of a management roguelike set in zombie apocalypse I was working on for few weeks. Tightened core loop, added perk system, upgradeable bases and more. You can check it out here: https://bread-over-games.itch.io/zarmory
im learning unity still so i decided to make a simpler game, will work on it more but rn this is what i got!
fixed weird behaviour with my hovering, where the front assembly bounces more than the cab. had to account for the weight of the other parts in the front 
(clip of the wrong behaviour cuz I didn't record another one before going to work)
@s.o.s.6.6.6 muted
Reason: Too many messages in multiple channels
Duration: 29 minutes and 52 seconds
That's system works better on a rail shooter
@rugged kite The gun is on a rail, but it's not a rail shooter
MY FOX GAME NOW HAS THE MEMEABLE ICONIC THING GUYS I-IT HAS THE THING
https://cdn.discordapp.com/attachments/1286543127984738335/1493512968414171206/Unity_1RpPJB2kXK.mp4?ex=69df3dd7&is=69ddec57&hm=af998b11a0bd0dca02985a66f4f49016bae331af2ac298d05db2176281c26bd7&
Initial results of implementing Animated Thumbnails for Particles and VFX in Ultimate Thumbnails asset
@su1cidalluv muted
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This is it and now I'm tired.
Added a new gun to my game! Remodeled and reanimated a gun that was alr in the game so i didnt have to do it from scratch
Are you solo animating the game?
Monster Catcher VR
Worked on dialogue system + Cubic Mage's first BGM 🙂
Worked on my shrine interaction + Mini Rhythm Simon Says game 😎
concept
Released a demo trailer for ZArmory
https://www.youtube.com/watch?v=il1XVZ2VUoE
Free demo: https://bread-over-games.itch.io/zarmory
Become armorer in a zombie apocalypse and keep a group of survivors alive by repairing their gear, salvaging loot they find and keeping your workshop running.
ZArmory is a 3D top-down resource management roguelike where you take care of a gear for a group of survivors. A bad run cost you your...
Keep pushing
@fathersuuuu muted
Reason: Too many messages in multiple channels
Duration: 29 minutes and 51 seconds
Some sound effects. Gonna have a toggle for the reload sound
Forgive the desync on the clip, unshoutout to Snipping Tool for doing that
https://media.discordapp.net/attachments/1488275165052928148/1494155211688644688/Screen_Recording_2026-04-15_215702.mp4?ex=69e193fa&is=69e0427a&hm=90793c236149523a8aa26ee4acd869de0b59de6039f75f99f28957f1618533c8&
My head hurts, but finally i got some SPOM.
Put a keyboard I made myself in my game. Yay.
This made my day
This is fire. making something like that yourself is very nice. Too bad there's only so much time in the day.
@young wedge Please read the channel description, keep it to post per day, otherwise use #1180170818983051344
Greatsword Auto, and its VFX.
Finally added pause menu + strated to look for a visual style that would fit my game
Aerial Combos added
This is a storyboard Idea I was working on, then I went and added some additional in-between frames to make it more fluid and some directional arrows to show the camera movement and other movements in the frame!
The final product of a game made for an assignment, which has now become a proof-of-concept for a much bigger game that I plan on working on in my free time
New day
Your click sound effect is lacking some responsiveness, very nice XD
I've still been sick but I just managed to fix up the logic for the ship creator, there was a whole world of pain in fixing this, but it's mostly complete now, just a few minor bugs.
I've also gone and recorded a video of the new menu from start to in game.
https://www.youtube.com/watch?v=nxi2OoJPQLs
It's pretty fire, I just need to do a face lift on the main game now and add actual content, but most the core work is done so I should be able to spam out a bunch of features since the time consuming stuff's done, that'll be over the next few weeks, providing I don't get sick again.
Past month I've done:
- New Main Menu graphics
- New Main Menu code
- New Ship Editor code
- New logic for all menus
- Too much new stuff to list
Now to go and add content to the main game, so things are actually fun to play.
(I'm also aware the version number hasn't changed, I'm too lazy to rerecord)
Try the game out here: https://drjuicybea...
Snipping tool which i used to record has some bad delay on audio, the entire audio tracks lags like half a second behind lol. But the actual game isn't like that
Finally got this working and it's one of my favorite features ive designed. In Cafe New York 9/11 you will find books of Urdu poetry scattered throughout different scenes. As you discover them they give you additional dialogue options later in the game to use with another prominent character for a special sequence. They also are awesome collectables you can access in the menu.
Reworked my audio to have more pizzaz. stop me if this isn't working.
After 8 hours finally did it 🎊 (Mesh deformation and working vehicle)
Day 2#
You can check more updates on the progress of my project here: https://discordapp.com/channels/489222168727519232/1494144114046926972
Added and animated FAZ-MAG (FN MAG) machine gun to my game (WIP)
Fixed:
- Bugging and lagging wheels
- Vibrating
- Better controls
- Better Lighting
- Added colision
Day 3#
You could add a lot by improving the water shader and using some sort of ambient occlusion. It's easy for overcast scenes to have very flat lighting. With a GTX 1060 you're gonna have to fake your way out of that 🙂
The scene is just a zoo I haven't set up those things yet and I dont have an amazing water shader. That one is the one I just switched to and I only have like 2 okay ones
I hope the mount on that works😳 Looks very clean
Thanks! It is intended to work but there is currently no attachment system 😔
Having fun with a verlet implementation for a fishing project im working on
its tough but interesting! Water asset is Stylized Water 3, which is on sale right now, im using its CPU sampler to get height points to use for buoyancy. For the rod bouncing around im using Boing Kit and animation rigging with Chain IK Constraint.
Needs tweaks with stuff like air drag, you can see it getting stuck in the air for too long, and it over-reacts with the rod bouncing a bit
My playtesters are enjoying the gameplay of ZArmory but nearly all of them say the art style is meh. Decided to really dig in and work on the visuals. Here is my new toolbox with added animations. This is the bar I want to hit with all my assets
Testing out a cheap SSS implementation for URP
@r1cky056 muted
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Duration: 29 minutes and 51 seconds
made a new camera controller with mouse orbit on RMB, and camera collision avoidance 
sorry for being lazy and just posting the twitter link, file size is too big 😛
https://x.com/MaxManaStudio/status/2045724957531910166
I made a whole game INSIDE of my game just to give the players something to do while they wait for the opponent to pick their character 🥲 #verbalvendetta #gamedev
Made a system to properly visualize correct munitions in the belt of the machine gun, If there were hollow points or others mixed in the mag then they would display accordingly with appropriately colored tips. Im very happy with how well this gun turned out (Sound design is placeholder)
@sirevan_lamenace muted
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Duration: 29 minutes and 50 seconds
Huge win today!!
Made a shop system (Buying/Selling) and NPC schedule system based on time.
You can buy items that are displayed on shelf/table by pressing E or sell items through NPC.
If apples are all sold out, it can be re-stocked by other players selling apples to NPC or partially restocked every morning.
NPC now has schedules, they can show up to work, go back home after a tough shift.
Do they actually disappear after a rough shift, or just ask to be left alone and keep standing there?
https://cdn.discordapp.com/attachments/1391736632545247253/1495776417835782154/shorecase35.mp4?ex=69e779d8&is=69e62858&hm=11d89d5ed5df9e7b31a3a0b07d51271291b6e4ebb3a7086f9f32ffa4ee867336&
Made another devlog for the last week since its monday :)
(the start of this vid is in blender but this isnt a blender video)
@code_am. muted
Reason: Too many messages in multiple channels
Duration: 29 minutes and 50 seconds
Been working on a kingdom hearts inspired camera and lock on system what yall think?
New Humvee turret
@dittomaster666 muted
Reason: Too many messages in multiple channels
Duration: 29 minutes and 49 seconds
It is in fact a new day and damn that was a long 12 hours. So much work to do. 🫡
pretty happy with my item delivery system
This is a rough combo animation for the reaper. This is the light attack combo player will eventually unlock overtime!
Did complete redesign of a main character to fit the tone of the ZArmory more. Meet The Mechanic.
full dynamic rigidbody character controller
Created THE GLITCH, an entity that will be present in some levels of the game
The pickup turret was the easiest thing I could make to start using IK bones
Your art style is insane, the effects match so well.
Thanks! glad you liked it
I don't know if I am allowed to say the game's name or the steam page to wishlist if you're interested XD
how did u do the glowing text?
Post processing, the canvas has to be screen space camera not overlay, otherwise doesn't work
If you want its own post processing so it doesn't conflict with the world, make sure there is a second camera for UI and everything to do with the volume and culling set to just the UI layer, you might also want to set the layer of the object with the volume component to UI as well
how did u get it to glow though?
@elder zephyr textmeshpro's material setting has a glow section, add some intensity to the color for the bloom effect to be apparent
I added lots of SFXs to my game Cubic Mage, including NPC dialogue system's typewrite effect sfx. Huge win!
@yourfav_al muted
Reason: Too many messages in multiple channels
Duration: 29 minutes and 49 seconds
This is a rough combo animation for one of my main characters the angel. This is the full light attack combo players will eventually unlock overtime!
@bmanisawesome4._01133 muted
Reason: Too many messages in multiple channels
Duration: 29 minutes and 49 seconds
I apologize for this, I had gotten I virus which mass sent an invite to many servers.
https://cdn.discordapp.com/attachments/1393919044964450395/1497205290976673833/Capture.PNG?ex=69ecac96&is=69eb5b16&hm=24bc5f931ecddadabd6bbcebe849cfa61b3354b718911be175c9a0089a59af97&
Added 4 new AKalahsnikov rifle variants, all modeled/textured & animated by me :)
looks nicee i can feel you are very proud of it
I am preparing to start a steam page in a week or so. Now working on visuals and UI to make them fancier. Here is simple UI animation I did today
not much but added a shield effect to my mech game. and it interacts with other objects in the map.
Custom move tool using 3D SDF with AAA
➕ math highlights techniques for calculating the shortest distance between mouse rays and interaction axes for stable 3D manipulation
https://github.com/Goshido/android-vulkan/blob/%2393/docs/gizmo-rendering.md#axis
The tutorial didn't explain prefabs properly so it took ages to tinker around with it. It also had no problems when it added the player ship colliding and destroying but when I setup the collision in the exact same way it started colliding with itself in some way, maybe with the lasers (maybe i put the lasers closer to the ship than the tutorial in world space) but in the tutorial it worked perfectly but in mine the ship automatically destroyed itself as soon as the game started so I had to go the extra mile, give the enemies a tag of "Enemy" and say only if the gameObject.tag == "Enemy" then do the destroy code and particles etc then it finally worked. I know this is really basic but I've been doing unity for less than 2 months and felt like a really nice debugging win.
Wait I guess this isn't a good fix because that means the collision is still constantly triggering throughout the entire game... oh well, it's just a tutorial anyway 🥴
Yay I added goats
Your controller is very impressive, I really liked the small steps backward
that crash at the end 
its recoil. designed so that when the character gets a super-fire boost, instead of overheating, the bullet spread out a bit and also push the mech back. it was amazing to design it
@baby33700_ muted
Reason: Too many messages in multiple channels
Duration: 29 minutes and 49 seconds
I really like browsing peoples games in here lol
Before and now. These two images are a week apart. Ditching Unity store assets and replacing with my own visuals is finally starting to pay off, me thinks.
I can't light properly to save my life but at least I have a (mostly) finished room. (The drawn textures are placeholders)
Your effort is worth it.
Going to be hard to light a room with placeholder textures
@666suspect005 muted
Reason: Too many messages in multiple channels
Duration: 29 minutes and 49 seconds
Custom move tool using 3D SDF with AAA
➕ math highlights techniques for calculating plane movement
https://github.com/Goshido/android-vulkan/blob/%2393/docs/gizmo-rendering.md#plane
This is a massive win
He has a full AI model
Improved environment visuals and added more environment variety
Testing some sorta buggy combat AI in my space mecha game. Still a long way to go before it's not buggy, but so far it's starting to feel fun.
(Ignore the AI japanese voiceover. It's for testing. And to satisfy my inner weeb lol.)
I think out of all the things I've seen on the server so far (I've been doing unity for under 2 months) this is the thing I've liked the look of the most. To me this looks really cool lol
https://cdn.discordapp.com/attachments/1391736632545247253/1498343837007872090/yoghurt_gurt_yo.mp4?ex=69f0d0f0&is=69ef7f70&hm=248b3c7353858847d76af779d351c6934da45bfcbd0bb521980505a422dfc768&
Did another weekly devlog :)
I added 5 new guns, 5 new magazines (and mag randomization for enemies and loot), 4 new ammo types & 1 new caliber of ammo, and 2 new Quality Of Life inventory context menu items :)
subscribed 😛
ASMR
After a week of debugging and reworking the whoel system my kingdom hearts camera and lock on system is almost done
After a week of debugging and reworking
Today I worked on a new updated version of the player controller. This controller is still in progress but so far the player has the basic movements down and can gradually increase and decrease their speed. This depends on if they are holding the run button of course. The player also now has two phases combat mode and exploration mode.
@n0vqisbrooz muted
Reason: Too many messages in multiple channels
Duration: 29 minutes and 47 seconds
Finally (almost) done with polishing up the visuals. Tomorrow I will shoot new trailer. And then I will finally put up Steam page for ZArmory. Can't wait
https://cdn.discordapp.com/attachments/1391736632545247253/1498794500359721020/b.mp4?ex=69f274a7&is=69f12327&hm=0f5295cd75fcdea66b211b8d103d2e8d6252e797fc4fbd75ddf86ebb6c6e4e24&
Finally added a new attachment system, i thought it was only appropriate since the next gun im adding is effectively useless without scopes (Effect of muzzle is exaggerated to show that it works)
Final work being done on trailer for Steam page for ZArmory. Here's a sneak peek (intro part)
Doing flood fill analysis for the first time in order to try and figure out what part of a given Tile/Room is unplayable space, playable hull of the room or props in the room. Going really well so far 😄
Got a good ammo system working and some ammo boxes as well as a bunch of bug fixes, it wasnt much BUT I have not felt very motivated and this encouraged me a bit so its a win for me
Better than nothing 😂
Better than nothing 😂
Love the new UI for my game 😆
Looks nice, as an MMO player though I can't help but 'feel' the healthbar should be top left 😅
added 3D building to fit with my 3D mountains to make the best possible background for my 2D drilling game. 😎
motherload? 😄
Yeah it is inspired by it! 😄 Now the goal is reaching the core of many planet!
Developments were made
looks fire are u planning to add muzzleflash and bullet trails?
I already have those things as basic particles, just not in the video cause I always have to rebuild everything. The bullets are objects so I'll be able to do some more visuals
My colleague and I have finally gotten our git branches together and the rigged/built enemy prefabs are officially in the demo level!
Still a ton to do, but it's coming together day by day.
Cruisin' down the street in my '6-4!
Did you paint this or is it an effect?
Getting to this point was a lot of work, I just want to sandbox for a while.
Fully texture painted it, in the PS1-ish style^
clean as hell for ps1 lol
ELITE memory hack. I found that a good way to ingrain syntax structure into memory is by deleting the piece of syntax you're trying to remember and typing it out manually 24 times in a row, flawlessly. This actually helped me a lot. The code itself is simple — all it’s doing is changing the rotation of a laser particle spawned from a GameObject. Once I understood what the code was doing, I still had to remember the syntax for how to actually apply the logic. Memory is always the issue for me.
I’m not joking here: I literally applied how I learned CS2 smokes to this. What I used to do in CS to learn a smoke was start a practice match with bots only, and every single round I would throw the exact smoke I was trying to learn. Once we won 12 rounds in a row, I’d switch sides and throw the exact same smoke again for the next 12 rounds. So in total, I would repeat the smoke 24 times in practice.
I’m literally applying the same repetition method I used for learning CS2 smokes directly to learning syntax structure in code... and it’s actually working.
This is how I do it, seems to work really, REALLY well...
Added these toollips for selecting abilities to equip
A bit of a laser duel. I added a bunch of new sounds for alarms + some screen effects to signal shield hits or hull hits. Also the AI is a bit more dangerous lol.
The core combat loop I'm trying to figure out essentially revolves around breaking the enemy's shield. Kinetic weapons, like guns and missiles, do little damage to shields but are good against armor. Energy weapons are the opposite, but they overheat and have a damage falloff over range.
Fun fact: Mechas here work the same regardless if they're NPCs or the player. They're modular, so I can swap out individual guns or parts using a loadout scriptable object. Adding new guns is also pretty easy right now, but I'm a bit more focused on making the gameplay feel good.
(Sorry for the streamable link. Vid is too big and I have no Nitro
)
https://streamable.com/c7dycc
Working progress of another rough animation!
I have restarted my project in order to make some major architectural changes and explore some other options during re-development. Today I got movement and shooting done while putting a lot more thought to how characters will function under the hood. Also, I gave bullets a trail just as a prospective feature for the future
https://media.discordapp.net/attachments/1086069350462660731/1500323607203676160/Screen_Recording_2026-05-02_222918.mp4?ex=69f804be&is=69f6b33e&hm=9c6bd976ed6fabea7f6df9c10254e524cf0d8936c3954704e687d1af299e5f71&
Custom rotate tool using 3D SDF with AAA
➕ math highlights techniques for calculating rotations
https://github.com/Goshido/android-vulkan/blob/%2393/docs/gizmo-rendering.md#inter-ring
Video game development. Also that was an audio queue reaction I just added from the NPC on the right.
Mom and baby
they are like cowboy duel
Loll yes. I already fixed it by adding more rays to each origin. Now they will reposition until the entire ray stack is clear not just one singular ray.
making some indie game as teen
party indicators/row swap
Getting the grid building system going in my small-scale 2D sandbox mmo
I have improved my UI system on the main menu, the item shop and upgrade center! 😄
I really like the background music, it's not too intrusive
I made the lava more realistic, it's now heating up and cooling down depending on environment and movement of lava! 😄
finally published something on itch. Its's a prototype, but I finally did it 😛 I would love to get some player feedback. Not sure if i can post a link here or not so I will hold off but let me know or I can DM it
you can in #1180170818983051344 !
feels like no one ever looks at that. i have one there. but thanks for the reminder, i will post the link in my thread on there
Here is an update on a couple rough animations ideas I have been working on for Soulclef. I have added more frames to my rough intro animation idea and the rough animation cutscene of Lucy meeting Grimor for the first time!
borrowed a song for now but now I have an angry mob of slimes xD
Made a bunch of headway on my prototype level that i'm using to build out my (surely to never be complete) urban fantasy 2d RPG's basic systems. I've gotten most of the basics down level and navigation wise, tomorrow is going to be building out the interaction and dialogue systems (which are gonna be important for this VERY dialogue heavy game).
Today was my first time messing with custom shaders in unity, and it was simultaniously way easier and way more complicated than I expected - very similar to my experience working with Fusion graphics in DaVinci Resolve. Excited to get more progress done soon!
I thought i was tripping for a second.. nevermind ur fire super good look. Gave me an instant idea of Ed Edd n Eddy.
I just want to say everybody here is so good. You guys really keep it up. I've never finished a game before but I hope to be as good as you guys someday.
Been working on this from scratch for 23 days. Trying to make something to show my ability because the things I've made so far are impressive to me, but showing people a clip of reputation systems and complex dialogue isn't really exciting. I didn't have any fps scripts and all the AI I've been working on making with my own ideas.
I already fixed the stutter step in the clip just had to keepCurrentTargetUntilLost = true now they walk smooth and shoot fast.
Im almost done refining my lava simulation!
Road
now the formation follows
Made some screen glitch effects to show when the player is low health, or when the shield breaks. Also new alarm sounds for these.
this looks so good >.<
omfg my PlanetCore mobile version! 🔥
Custom scale tool using 3D SDF with AAA
➕ math highlights techniques for calculating scale
https://github.com/Goshido/android-vulkan/blob/%2393/docs/gizmo-rendering.md#scale-axis
This new player controller allows the player to perform different combos depending on which attack buttons you press! 👊
before and after post processing
i love this little side project
needs a lot of tweaking, but honestly it's getting close for the baseline. going to add c4 braching next. already have my helicopter built.
I made mini black holes that curve your parkour through the void, should I let you throw these as pickable ability or keep them as level utilities?
making game similar to story 210
Cooking
(Sorry for the small spam lol)
Made quite a few additions to the combat system. One big issue I had was that both the player and the enemies automatically calculate where they have to lead their shots (The player has to keep the enemy within the lock on circle for that to kick in, while the enemies don't). This means that dodging shots was near impossible.
The solution? An "Aim Destabilization" mechanic. Kinetic weapons add some aim destabilization when they land a hit (For the player, the spinning triangle reticle turns yellow and wobbles). The general rule is that explosives/autocannons/snipers will add a lot of it, while machine guns and smaller weapons add less. Eventually, some mech builds will either have more or less destabilization resistance.
It finally happened, I was able to create and publish Steam page for ZArmory (https://store.steampowered.com/app/4692870/ZArmory/)
ZArmory is a workshop management simulator set in a zombie infested world. A bad scavenge run cost you your leg and nearly your life. Now you're one missed dose of antibiotics away from turning into a zombie.
To keep the supply coming you need to maintain gear of a group of survivors. Repair their weapons, patch their armors, sort through loot…
2026
it's really cool seeing you develop this but the one thing that always bugs me is how I can see your whole gun without anyone holding it just floating in mid air 😅 (I'm a noob)
Lol thanks bro. I will consider what you said. I still have to learn how to do it. Bored of normal fps controllers wanted something different.
Just been focusing on ai. Going to work on the player more soon once on get the mission loop complete.
Today, I built out the basic skeleton of my Dialogue System. It's based around Ink + Unity integration asset, and most in-line dialogue functions are called via Ink tags. It was a headache to set up, mostly because the tutorial I was initially following had a BUNCH of setup work that made their system cleaner/more adaptable - but would also require a bunch of merging and rewriting with my own scripts.
https://youtu.be/CfRo8rubqZg
Idk how you triggered it but for this style I like to use proximity triggers like a radius that starts dialogue when you enter it. That makes easy sneaking mechanics. Also using the detection radius makes it easy to do things like face player. To yaw track the player.
We’re proud to announce Ferryman Collective’s Spring VR Theatre Repertory Season, bringing together four internationally acclaimed immersive productions into one continuous run. Audiences around the world can now experience a true repertory model… entirely in virtual reality.
DM me if you want to know more about our VR Theatre Season!
working random encounters and converted all UGUI to UIToolKit today
Its an RPG, so everything here is triggered with a raycast 'interact' action. Nothings hard coded into the NPC, it extends an abstract class, so setting dialogue up for a proximity collider should be pretty easy (that's how I set up scene transitions anyways, so the player controller supports it)
UIToolKit 😳 u must be a professional. UGUI foh lyfe
@agile yarrow Thank u bro
full view of the controller
It's not bad lol if you know HTML or CSS its the same concept
fnac 3 rep in the big 2026 ❤️
There it is! >:D
More recoil when the weapon isn't close to the shoulder. So many lose ends.
Yesterday i made like 3 different Arctic Warfare weapons and today i added the ACOG and PIP scopes :)
Always clean always professional 👍
Snacky check my devlog bro i made it yesterday. i just posted a clip i want you to see.
Explosion test, no postprocess shader, everything is handled using particle system ||and grab pass||
Added realistic optics & eye relief & dof effects https://cdn.discordapp.com/attachments/1391736632545247253/1502620611040645190/b.mp4?ex=6a005fff&is=69ff0e7f&hm=be63098a1860f95712e69948d0bfa94bec5eeb5d9fcfe1f2f023d00b1668d81f&
FLASH
Finally got my first asset out there published! Took 1 month* but I'm happy to see it out in the world
I did a lot of mostly UI ToolKit and shader graph stuff lately 🥲 got target indicators working
Hey everyone I started working on a cool rough animation idea for when the character gets a high score the win screen will play different animations!
remade my procedural terrain shader from scratch in the last 4 hours, still have to add back texturing for each surface type tomorrow
this art style is very nice
Thanks 🙂
SELCET 😭✨
Working on procedural audio for the M1 Abrams with several layers including, gas turbine engine, track sounds, mechanical sounds/gearbox sounds
A game?
prototype!, nice work btw!,
Added multiple types of trees!
Made a new devlog, summarizing all that i did last week :)
@dense swallow thanks friend
Any fans of ACOTAR? I fed my game's dungeon master an ACOTAR 'what if?' and it produced this scene. i think players will really enjoy creating their own scenes based on their favorite books and series.
The prompt: "A Court of Thorns and Roses: What would happen if Feyre didn’t pass Amarantha’s last test of killing Tamlin in the first book."
I think its a cool concept, that you could have showed off without actually spoiling the book...
Got the bones of my JRPG battle system set up, which has been a headache and a half. Luckily, everything's built off of "Unit" and "Party" scriptable objects, so-once the Battle Scene works more fluidly, expanding/building content for the system should be easy. The combat system stores up to three 'hero units' and seven 'enemy units', which is my personal sweet spot for JRPG combat.
Next on the docket is implementing the more complex actions, like Skills and Items (the second of which is going to broach our wonderful venture into an 'inventory system'... joy). I'm also going to be looking at making a more clear 'initiative queue' for the player, moving around/tweaking health bars until I stop hating them, and including better (more fun) descriptions for different actions.
Also attached is some of the inspector structure/screensots of the important game objects that power this system, for people who are curious about some of what's going on under the hood.
omg I love this aesthetic, this looks incredible to me
Added a worldmap on PlanetCore 🙂
Revised the ability system to allow dual abilities, opening the door to many combinations and possibilities in both level design and player skill.
For reference, SEUM speedrunners from hell, a game which was one of the inspirations of mine, had only one unique ability equipped at a time (The main fireball is fixed and can't be changed)
could i ask how you did the scopes? that looks really nice!
Thank you!
Look up basically any PIP scope tutorial 👍
American base Russian HQ
we got da capsule art for my game done
still working on battle system 🥲 just got behavior framework working today. some enemies will alternate between attacking and idling
Weapon Swapping
finished enemy targeting priority and damage calculation from character stats 9_9
Last week we finally announced our game, Cliff Kingdom. All made with unity! A demo is also out until next monday 🙂 https://store.steampowered.com/app/3839500/Cliff_Kingdom/
Premise
Cliff Kingdom lies within a cliff in the middle of the sea. Created by the old ones, long gone. A safe refuge signaled by the lighthouse on top. But the light is lost. The kingdom spiraling into chaos and greed by its inhabitants obsessed with finding the true source of the light.
You awake as Mothboy, born without his wings, last in…
To be announced
AI vs Helicopter
Yay nobody wins
Procedural reload animations and magazine tracking UI
got do tween to work in unity visual scripting + ui toolkit to add shake to character name plate when damage is taken
Miata Eyes
Focusing on my film skills. Put together these sample shots to work on until I get better and find my art direction in film.
status effect/guard works now + status indication next to character
futuristic 3D drill engine (with bronze drill bit) instead of a 2D sprite for the player. I reduced graphics by far to make it work nicely on a very cheap android with 50-60 fps. Graphic also adjust itself automatically that depend if it's mobile-low, mid or high tier device.
made almost everything here today (just started this project)
Starting another map for my game today.. I like the way this feels so far
Im adding multiple planets next goal! >:)
looks ai generated 😂
I hope this helps. Its easy to make it / dont need ai for content
ik just being cheeky, looks cool
is this URP or HDRP ?
It’s URP w/custom rendering stuff.
I should’ve posted it in my dev log
Here is the other half of the game
#1453983653993648199 message
it looks more like Unreal than Unity now I think 😂
Working on procedural background planets (+ ring shader. It has a nice fake planet shadow). Music is from Project Hail Mary and not included in game, I was just listening to it for ambience while doing stuff 😅 .
Also, new HUD. I feel like this one is a bit cleaner and presents important stuff like weapons and hull/shield where the player has their eyes most of the time.
I added shutter transition and asset store environments 😭 I never realized how big the enemies are
I've uploaded version 3 of my game Dawn of Discovery to Steam Early Access.
https://store.steampowered.com/app/3091000/Dawn_of_Discovery/
Survive as one of the first hunter-gatherers in a hostile prehistoric world.
This is a minimalist, grid-based survival game focused on movement and resource management. Every step costs energy. If your energy reaches zero, you die.
Collect and throw stones to defeat enemies, but don't get too close as they will chase and attack. Gather foo…
$0.99
lights!
Got animations kind of working for the first time ever
cleaned up UI transitions, added screen shake when enemy lands a hit
spent ~8 hours yesterday to make this, it's beautiful 😭
wtf is this XD
meant to be marching cubes (type of terrain deformation) and im trying to get the Marching cube function (the part that's expensive) to run on a compute shader and this is the culmination of 8+ hours and me not knowing how tf one writes in hlsl let alone using a compute shader
https://cdn.discordapp.com/attachments/1393919044964450395/1505653377076563978/Kloc-18.mp4?ex=6a0b687a&is=6a0a16fa&hm=d0180a6271bf7443aa89993c80c0dcae3c8899730bfd214f5afd09e099b8512d&
Added and animated the Glock-18 to the game :) (mechanical sounds are self recorded with an airsoft and toy guns)
made a new level layout 🐧
Post-processing stack/layer/volume success!
@strong jackal this room would be perfect for that post
oh
added range check, party-wide aoe skill, self-status
Made another weekly devlog :)
Improved control dramatically on my drilling game, I really like the feeling now. 😄
Peak
Custom Visual Scripting system made for runtime intended for a mod maker to make lua based mods in the game i work on; it uses scriptable objects entirely for the nodes.
I spent most of yesterday working on getting handheld weapons to work. Now I can add basically anything from rifles (Like the new shotguns here) to even melee weapons (Once I make their animations). Next up is adding fire groups so I don't end up firing every weapon on input 
(Also, new functionality to disable combat mode. It allows the player to get a nice look at their mecha :>)
Optimizing my scene and programming my animators. No longer working on MVP
soon i can start writing the game
Significantly improved charecter death ragdolls, now they try to go into poses depending on where they were hit, Torso, Legs, Head or Arms
Today, I have created a First-Person Controller using Character Controller for my Sci-Fi Survival Horror game that I am making using FSM and Blend Trees
I refined my Upgrade shop UI so much, I really like the new green icon that match my current visual style of my drilling game. 😄
Are they ok?😳
Significantly improved charecter death
just a scratch
semi on the right was so stunned from what he saw that he stopped his semi in a fraction of a second in the middle of the road 😂
110 combatant test- 85 fps. Still need to add missles and bombs and ai combat vehicles but it appears I have plenty of room. Every bullet is a spawned object so this shows at least the scene can handle 100s-1000s of projectiles. I have a 1660 and a ryzen 5 5600x so it's a great test to see no stutters. Any lag is just in the capture.
An abandoned project of mine🥲
Finished up the core shop today, everything works, added a small animation to the shop keeper baddie too, this is probably going to change at a later date, but for now it works.
here 3-5 secrets
I've been trying to convert my mesh into a tree to paint and it took a little bit more time then id like to admit but at least i could get it to work (ive no clue how to make appealing game environment)
The hand held device was costing me 100 fps I lowered the screens fps to like 20. It looks good and only cost me about 10 fps in gameplay.
dont forget to lower resolution
sigh
Appreciate you
setup some playmode tests today 😄
Could not even begin to tell you what I am looking at lol
I'm freaking out because this is the best thing I have ever created. Looking at the stats panel brings me happiness 😆
That is awesome you are well on your way with this.
Made a small cave with real-time lighting 🙂
🤯 it looks like it in a real life
Day 2! Working with the actors! Cant wait to get those FX in
edit, moving most of the updates to dev log #1453983653993648199
Been experimenting with a new camera lock mode (If you hold the target cycle key, TAB in this case, the camera locks onto the target). Feels quite nice but could be a little OP and chaotic. Might need to tone down the intensity of battles a bit later on.
Also, new energy assault rifle weapon, reworked hitmarker sounds (Weapons like shotguns will rapid fire a series of hitmarkers on impact, which is very satisfying), and added individual inputs for each of the 4 weapons (Shoulder weapons are a bit of a problem here. Can't use Q and E and LMB and RMB are taken, so I fire them using the 1 and 3 keys, or V+LMB or RMB respectively ) 
more progress on the rpg system: gauge charge, battle, etc.
very exciting looking gameplay I know (not lol)
I think it's very powerful and maybe dumbs down the gameplay, but it does look very nice and it fits into the game . Maybe you only tab a lock if you clean track a target for 3 seconds 🧐 Either way it's still very nice, only brainstorming what you already said.
Yeah, part of the main combat gameplay is keeping the enemy within the aim lock reticle (The big circle around the mouse reticle, it will later be upgradable). The camera lock makes it very trivial, though it does make it so the player only focuses on dodging shots rather than trying to constantly orient themselves while dodging 🤔
A few ideas I considered were that while airborne, the camera lock only makes the player point towards the target for a bit and then it has a cooldown, or that perhaps it depends on the mecha build (tankier and heavier -> less reliable tracking, while squishier but agile -> better tracking).
I guess that's gonna be a problem for future me to solve. There's still a lot more stuff to be done, like the actual gameplay loop
(Hint: It's likely going to be a roguelite, each map is procedurally generated but similar to a Helldivers 2 mission with multiple objectives).
making a horror day 1. maded a 1-st part of menu and hallway ground
i deleted this
200K particles simulated on the CPU using Burst compiler and jobs. Particle behaviors such as wind, surface repulsion/adhesion and collisions are all individual components (like modifiers) so the user can eventually build their own systems.
Shifted the focus of my game to purely rhythm and the auto level generation from music files, retested with DOOM's soundtrack
I've also improve the visuals as much as I could
what do you guys think of my lava? 😄
working town UI, game save/load. I can't wait to work on art soon lol..
Made another weekly devlog :)
the player injects the music themself ? but you'll still need a standard playlist.
dialogue/event system
I don't blender much but today I learned how to stencil a baked atlas to put my desired camo over the atlas. I really only use blender for modular asset customization or cutting out doors in buildings. Simple enough but I really don't find blender simple. Usually if I spend too much time in Blender i need to take a break XD
I wonder what happened 7 minutes earlier??
working grid-based dungeon crawling editor that randomly fill in walls with prefabs from a list
Getting ready to build a 60 day test.
now testing the prefab grid autofill with asset store prefabs 😄
I really like your game. Does the lava do any damage? can you upgrade to stay in the lava longer before you return to drop off supplies? is there hot zones where the lave burns the player worse and flows more viscus? That green stuff looks valuable but it looks dangerous too😄
Squad support shooting missiles from my reaper drone using my hand held OS
70s!
LA Noire
Yeah normally Lava make your engine heat visibly and causing massive damage. On this video I had heat resistance upgrade to maximum. Area where it burn more is inside outercore and innercore where even max upgrade is not enough. That green rock is gas pocket which explode when you drill into it.
map painter tool done 😄
Maybe I should put a camera on the missile prefab and add controls to it. But idk yet.
Yes, through file or newgrounds song id
I'll add a bundled play list but as a solo dev I can't affort premium stuff so I'll use synth and dark synth royalty free tracks
Ik, that's why I brought it up. Music is hard and clearly your game benefits from high quality music, but you cant just ship with no soundtrack and expect player to import from the rip. Synth is all u need. I dont even own a music library anymore, but if i could connect a steaming service lol That would be next level
kill streak vibe xD loooks cool
a guided missile that's an upgrade to the unguided one seems nice
Right now I'm dealing with some accuracy issues because there's a lot going on and sorting everything in late update slowing me down so yes I add missile cam now. @next temple Thank you. I really like what you are making because I am jealous I have never been able to make that, so I mostly give up on isometric or 2d.
I plan to release the tools/package for free after I'm done 😄 I separate framework from current game art/presentation layer so anyone will be able to import the package and work on their own game (I hope lol)
Made a start menu that perfectly captures the feeling of my game 
You tell me bro. Is it upgrade or no upgrade?
Looks really good!
Incase I didn't convey what I meant clearly the first time, I meant to say keep both but let the guided one as an upgraded version the player can unlock, but depends on the game itself after all
I would slow down the camera rotation by a LOT but it looks like fun
🤣 That's hilarious, I didn't read it that way but i see now. The handheld console is from the free apartment kit if anyone wondering.
performance test
scene transition + screen block while level is loading. 9_9 I try not to focus on art for now since I want framework to get done first
Hadnt tested multiplayer compatibility for a long time and testing it yesterday i found out alot of stuff was either not synced or very bugged, today and yesterday ive nearly fixed all of the bugs and networking works once again!
We successfully built a custom Screen Space Reflection Renderer Feature in URP for our upcoming game Bowling Alley Simulator. 🎳 I am surprised something like this isn't already implemented into URP.
Here is a video showing showing a comparison of it on and off:
Are we allowed to link a youtube video if the video file exceeds 100MB and we can't upload here?
managed to get dual handling tools work, now you can steer and shoot a gun at the same time
Added a new bike section that triggers on drops for my music generated game
Also used Michael Jackson's Beat it for the video
https://youtu.be/RGvKRg-IzTI?si=3cO_Kt6BnKFA8rXq
This is a level auto generated from the music file of Michael Jackson's Beat it
Wishlist Void Step:
https://store.steampowered.com/app/4589000/Void_Step
Join our discord:
https://discord.com/invite/WavRKmnJka
Original Song: https://www.youtube.com/watch?v=8fO8jVZ3T9g
#indiegame #gamedev #michaeljackson #rhythmgame
looks sick! This is like the new guitar hero version arcade! 😄
Thanks!
I really wish the reception I am getting translates well into my steam page but no luck at all, 43 wishlists in 1.5 months
Just added graphics settings so it work well on a cheap mobile while using high-res for PC version. 😄