#🏆┃daily-win

1 messages · Page 2 of 1

vernal sparrow
night crown
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Prototyping Flight Mechanics for Atmosphere

quick finch
#

Heavy Seizure Warning
Here is my two day win, first half nearly complete, only need on-screen lyrics

errant perch
desert jacinth
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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!

errant perch
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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 )

humble arch
#

Door's Heart Beat mini game. this mechanic was much difficult to make than i thought

fickle hill
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Kinda finished my map with all the deco, and added a day&night cycle :)

night crown
#

Test Blooper - 0.2 scale world / 1.0 scale creatures and berry spawn.

safe geode
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2nd Game im developing after i took the 3D Beginner Game: Roll-a-Ball last year

obtuse jacinth
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In game picture of my game, looking nice 🙂

fickle hill
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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

crimson lynx
#

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 😅

winter hound
balmy spoke
balmy spoke
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Any suggestion on improving how the legs look when jumping or walking?

pastel mauve
distant marten
night crown
pastel mauve
night crown
slender yew
#

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!

Game Jolt

🎮 A first-person neon parkour game. Run, jump, wall-run, and slide through impossible architecture in a synthwave void. Sprint through a neon void across platforms that move, disappear and try to...

balmy spoke
#

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

night crown
weary kiln
#

A present for you, my dear! Happy Valentines!! 🫀

winter hound
prisma vortex
night crown
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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.

cunning stone
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Current progress on the procedural fps animation system I'm working on

distant marten
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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 ✅

young wedge
young wedge
gaunt scaffold
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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.

light meteor
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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!

winter hound
hybrid condor
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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.

mental fossil
pastel mauve
late nest
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shakira shakira

humble arch
agile sparrow
verbal vault
fickle hill
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We managed to get dynamic a* pathfinding working with AI and its behavior, this is specifically a test for stealth & taking cover

prime pier
distant marten
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Damn looks sick! reminds me a mix of bo3 movement & MW 2019.

errant perch
pastel mauve
winter hound
pastel mauve
winter hound
covert pebble
pastel mauve
winter hound
bold cliff
#

i hope that comes with a chair.

mental fossil
agile sparrow
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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!

slender yew
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Level editor for players to make levels to share with the community, along with new grounds song id integration like in geometry dash!

fickle hill
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managed to make the beginning of AI combat logic :)

fickle hill
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Even more ai logic :)
Managed to get ai priorities working aswell as peeking & stance changes

hybrid condor
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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.

idle cloud
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Working on water and fire effects. Burning trees can now be put out. Next is probably clearing debris or having grass grow back.

tawny lava
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I made my first rpg town for my multiplayer game 🙂

lofty raptor
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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);
errant perch
rugged kite
#

i finished my 3 classes for my mmorpg

fickle hill
#

Made the charecter texture in my game far more realistic, now it fits together with everything else much better!

rustic karma
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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)
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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.

delicate finch
agile cedar
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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.

spice ingot
ember halo
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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...

▶ Play video
winter hound
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Looks interesting, try making a thread in #1180170818983051344 its a lot easier to give feedback there because of no slowmode

rustic karma
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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

verbal vault
night crown
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Bug or feature? 😄 (I needed this laugh after a day like today.)

night crown
# primal torrent 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. 😄

burnt imp
desert jacinth
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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.

lofty raptor
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dynamic pie chart mesh (thanks @vapid mulch for that last bit :))

night crown
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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.

errant perch
desert jacinth
#

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!

night crown
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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. 😄

fickle hill
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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 :)

quartz shore
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any ideas on how to improve Crab Adventure?

hybrid condor
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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?)

winter hound
fickle hill
#

AI reloading & taking cover when reloading logic :)
This proved to be very complicated to get working

rustic karma
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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.

lyric cape
gilded granite
craggy pine
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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

primal spade
gilded granite
# primal spade 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. 😅

fickle hill
desert jacinth
#

Hey what channel can we post our concept art for our game or any 2d art updates?

winter hound
rustic karma
hybrid condor
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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.

raven plinth
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just got the outline to change width based on light 😌

desert jacinth
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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!

patent willow
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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 😂

crude pine
#

Making a funky looking car/bus model, with a weird supercharger looking engine

desert jacinth
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This is rough animation I have been working on for my main menu! I finally made a idle design for beta build of Soulclef!

night crown
hoary tree
hybrid condor
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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.

tawny lava
keen lark
#

Hey everyone!

I composed the soundtrack for the game Helgnar The Conqueror.

Here is Part 1 of the OST.

Hope you enjoy it!

https://youtu.be/ozfq_KjDiJw?si=WgonOEr6hoQvjbPe

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 ...

▶ Play video
clear kayak
keen lark
night crown
#

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. : )

fickle hill
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Began work on a realtime weather system, what i have so far has inspired me to go even further :)

crimson lynx
craggy pine
versed sedge
#

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’…

Release Date

2026

hybrid condor
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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.

desert jacinth
mental fossil
ocean sleet
errant perch
smoky pike
#

Got some volumetric light going in URP, it hurts performance but does a lot for the atomosphere!

lyric adder
#

Setpiece 1. 14 more to go 💀

warm wharf
verbal vault
#

A small (but effective) track builder tool to help create levels for our game. No more manually placing things. blobsweat

lyric cape
alpine torrent
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Finished making custom terrain generation system based on biomemask.

2048x2048 terrain test
planning to add medieval village + River

ocean sleet
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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!

slender yew
magic chasm
primal torrent
magic chasm
covert pebble
magic chasm
fervent tulip
magic chasm
night crown
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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.

fickle hill
#

Finally made another devlog for the last week, finalized the weather system, made an advanced skybox, and also added clothing to the game :)

alpine torrent
#

Chat system, multiplayer synchronization almost done!

proper path
thin garnet
#

Hey guys I'm new here what's up

winter hound
tawny lava
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I added a little 3d platform I made in 3ds max , turns out my 3d experience still pays of after 10 yrs

tawny lava
mental fossil
winter hound
#

Its the cliche answer but im getting serious noita vibes, looks amazing!

fickle hill
#

big fan of the noita engine, this looks insanely good! the possibilities are endless and im curious what you will make of this :)

night crown
#

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. ❤️

night crown
fickle hill
#

Finally added two AI factions to my game, LDD and SPZ :)

gleaming moon
#

Making a finite state machine semi graph based
With workflow similar to unity animater state machine

errant perch
finite rapids
errant perch
finite rapids
primal torrent
alpine torrent
#

Customization system WIP..
Multiplayer synchronization looks good so far.

lyric cape
#

Final translation tool design made with 3D SDF Analytic Anti-Aliasing (AAA)

errant perch
bronze oar
primal torrent
#

made a foggy environment 😨

alpine torrent
#

Added Hairstyles for my game's character customization

hybrid condor
#

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.

tawny lava
#

RATE MY ARTSTYLE PLS

vernal tree
#

this is not meant to happen obviously, but very funny bug

odd flame
fickle hill
#

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 😔

fickle hill
#

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
desert jacinth
#

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

balmy onyx
#

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

verbal vault
sleek hound
#

IGN Picked up my Game Announcment!

https://www.youtube.com/watch?v=MyI4Aa79APU

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).

▶ Play video
tender shard
#

nothing special, small creation finish from the unity learn.

full fox
hard agate
#

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

alpine torrent
lyric cape
#

Full set of gizmos made with 3D SDF Analytic Anti-Aliasing (AAA). I especially proud rotation tool gizmo.

sacred scroll
ornate crypt
#

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!

...

▶ Play video
slender yew
#

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?

alpine torrent
#

Sway system + distance culling

heady sorrel
silver root
craggy pine
fickle hill
#

Today was cool, i managed to

  1. Add LODs to the Volumetric Voxel Parallax shader
  2. 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 :)
winter hound
#

Reworking my weapon upgrade system... some UI mockups (the cube is a placeholder for a weapon)

alpine torrent
#

I just started making cave system today.
Generating cave inside of mountain biome, giving its own dark colors, adding ores.

primal torrent
#

made a working flashlight

fickle hill
mighty knot
heady sorrel
#

Second phase of level 1 map is ready

primal torrent
finite rapids
narrow wing
#

Figured out Terrain and a water shader

graceful folio
#

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…

Release Date

To be announced

primal torrent
stone iris
primal torrent
#

shooer hmmm

stone iris
primal torrent
stone iris
#

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.

verbal vault
#

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.

fickle hill
stone iris
primal torrent
stone iris
#

I MADE LORE. (Two paragraphs on a single text long (Basically a note) BUT STILL LORE.

tired cloak
#

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!

coarse lagoon
#

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/

First Person Roguelike Horde Survival
Kill hordes of weird fleshy enemies

Collect and Stack 65+ Unique items

Release Date

To be announced

stone iris
coarse lagoon
full fox
#

made the minimap for my game catjam

robust delta
balmy onyx
alpine torrent
#

Pickable/droppable items and its item grade visualization. Multiplayer ready

minor stag
#

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!

full fox
wild talon
desert jacinth
#

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!

stone iris
#

Brand new text/audio collectible model I made vs the old one (literally just a rescaled cube in Unity that I colored)

raven plinth
wild talon
desert jacinth
#

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!

alpine torrent
#

Prototype of Logging system, merging/splitting item in inventory

rancid slate
#

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:

▶ Play video
heady sorrel
stuck brook
#

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.

stone iris
#

Finally made my first modular room, even figured out how to add a mesh collider so it's solid but the doorway works.

sour sequoia
#

made a small lil title screen for my game

inland stream
rancid slate
slender yew
primal torrent
desert jacinth
#

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!

stone iris
#

Got my room about halfway done using placeholders. Now I just gotta do the other half whenever I get free time.

young wedge
alpine torrent
#

Sharing gameplay video of my game Cubic Mage!
SFXs are to be added soon!

alpine torrent
#

Magic Engineer - Rifle Animation Prototype

alpine torrent
#

Let me introduce you to Cubic Mage's new class - The American. (Joke, SFX is a placeholder)
New class - Magic Engineer

safe totem
fickle hill
primal torrent
spring zodiac
#

Motel with Vertex paiting!

ember halo
#

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…

Release Date

August 2026

glass gorge
#

Even for just cylinders, this is starting to take shape.

smoky pike
vast hedge
#

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

fickle hill
#

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!

safe totem
#

Got a real object renderer to work for

rancid slate
#

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!

▶ Play video
lucid nimbus
#

added some juice to my tiny picross sideproject, quite proud of how it turned out =)

spring zodiac
#

some PS1-styled cars I made ;)

void umbra
#

Ooh so excited! Hope all goes well. This is the first thing I'll be putting out in the world

trail tide
#

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 (:

fallen quartz
alpine torrent
#

I added a weapon customization to my voxel game. You can gain extra stats by putting cubes on it. Multiplayer ready.

safe totem
#

some PS1-styled cars I made ;)

jade meadow
pastel mauve
minor stag
desert jacinth
#

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!

versed citrus
#

Finally fixed the line trace trajectory spline

hybrid condor
#

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.

glass gorge
# smoky pike Sweet! I'd be interested to learn about your fog of war technique, are you using...

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.

smoky pike
foggy osprey
#

Hi!
I just released a devlog about the colony simulator game I'm working on.
I'd really appreciate any feedback 🤭

https://youtu.be/Q2E0c-pDiCo?si=JO6gv0Sml-G4dC_H

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...

▶ Play video
smoky pike
zinc ingot
#

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!

https://www.youtube.com/watch?v=U6ZArnAhQrM

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/...

▶ Play video
subtle sparrow
#

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 🥲

smoky pike
#

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

undone relic
#

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

smoky pike
#

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!

jade meadow
# pastel mauve Pretty cool! Good start, love the camera movement. Is the interior an asset mode...

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

GitHub

Spaceship Demo - AAA Playable First person demo showcasing effects made with Visual Effect Graph and rendered with High Definition Render Pipeline - Unity-Technologies/SpaceshipDemo

GitHub

Spaceship Demo - AAA Playable First person demo showcasing effects made with Visual Effect Graph and rendered with High Definition Render Pipeline - FFHstudioHugo/SpaceshipDemo

warm wharf
robust delta
#

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

fallen quartz
#

Made a CSG Editor to act like Hammer Editor

fickle hill
desert jacinth
#

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!

strange geyser
strange geyser
#

Next Move, Full Allumination and lighting support

fallen quartz
strange geyser
vast hedge
#

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

alpine torrent
#
  • 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!!

deep yarrow
alpine torrent
lavish roost
quiet patio
#

@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

teal ridge
full fox
distant marten
sour sequoia
# full fox physics are done, upgrade logic is done, just gotta fix the issue of engines til...

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

full fox
# sour sequoia looks cool! My only problem with it is the boosting, it feels clunky and kinda o...

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

rugged kite
#

procedural terrain texturing

alpine torrent
alpine torrent
#

Made skill book system,
Investing skill points to skills, quickslots functional!

rugged kite
raven plinth
hybrid condor
#

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.

rugged kite
#

parallax distance bleeding

fickle hill
alpine torrent
#

Main game scene fps 300+!!
Huge win today

restive ore
fickle hill
robust delta
stone iris
#

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)

rugged kite
topaz glacierBOT
#

success @monkerwonky muted

Reason: Too many messages in multiple channels
Duration: 29 minutes and 53 seconds

slender yew
#

finally reached an acceptable result generating a level dynamically based on the music selected

subtle sparrow
rugged kite
#

parallax with steep finished

slender yew
# robust delta Is that song from Doom OST?

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

fickle hill
topaz glacierBOT
#

success @nathanmusk muted

Reason: Too many messages in multiple channels
Duration: 29 minutes and 52 seconds

topaz glacierBOT
#

success @im_distorted._. muted

Reason: Too many messages in multiple channels
Duration: 29 minutes and 53 seconds

young wedge
finite rapids
young wedge
#

The cursor

topaz glacierBOT
#

success @weebroo muted

Reason: Too many messages in multiple channels
Duration: 29 minutes and 53 seconds

young wedge
alpine torrent
#

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.

finite rapids
topaz glacierBOT
#

success @pf.vr muted

Reason: Too many messages in multiple channels
Duration: 29 minutes and 53 seconds

lyric cape
#

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
gritty prawn
#

Procedurally animated death and gore system for my game dev project:

https://www.youtube.com/watch?v=_aQONhXYbr4

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...

▶ Play video
topaz glacierBOT
#

success @comicss9 muted

Reason: Too many messages in multiple channels
Duration: 29 minutes and 52 seconds

desert jacinth
#

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!

tidal scroll
robust delta
vernal tree
#

im learning unity still so i decided to make a simpler game, will work on it more but rn this is what i got!

full fox
topaz glacierBOT
#

success @s.o.s.6.6.6 muted

Reason: Too many messages in multiple channels
Duration: 29 minutes and 52 seconds

rugged kite
#

That's system works better on a rail shooter

young wedge
#

@rugged kite The gun is on a rail, but it's not a rail shooter

gleaming peak
topaz glacierBOT
#

success @su1cidalluv muted

Reason: Too many messages in multiple channels
Duration: 29 minutes and 52 seconds

young wedge
fickle hill
#

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

restive ore
vocal saddle
alpine torrent
#

Worked on dialogue system + Cubic Mage's first BGM 🙂

desert jacinth
lilac solar
#

concept

robust delta
young wedge
topaz glacierBOT
#

success @fathersuuuu muted

Reason: Too many messages in multiple channels
Duration: 29 minutes and 51 seconds

vast hedge
bronze oar
#

My head hurts, but finally i got some SPOM.

stone iris
#

Put a keyboard I made myself in my game. Yay.

young wedge
young wedge
quiet patio
#

@young wedge Please read the channel description, keep it to post per day, otherwise use #1180170818983051344

alpine torrent
robust delta
zinc ingot
desert jacinth
#

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!

vast hedge
#

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

young wedge
young wedge
hybrid condor
#

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...

▶ Play video
vast hedge
foggy siren
#

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.

crimson lynx
meager ocean
fickle hill
young wedge
#

i only have a 1060

meager ocean
little mulch
# young wedge Just made this. purchased the model.

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 🙂

young wedge
young wedge
fickle hill
tacit gull
#

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

robust delta
#

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

winter hound
#

Testing out a cheap SSS implementation for URP

topaz glacierBOT
#

success @r1cky056 muted

Reason: Too many messages in multiple channels
Duration: 29 minutes and 51 seconds

full fox
sour sequoia
fickle hill
#

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)

topaz glacierBOT
#

success @sirevan_lamenace muted

Reason: Too many messages in multiple channels
Duration: 29 minutes and 50 seconds

alpine torrent
#

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.

primal torrent
fickle hill
topaz glacierBOT
#

success @code_am. muted

Reason: Too many messages in multiple channels
Duration: 29 minutes and 50 seconds

vast imp
young wedge
topaz glacierBOT
#

success @dittomaster666 muted

Reason: Too many messages in multiple channels
Duration: 29 minutes and 49 seconds

young wedge
wind shale
desert jacinth
#

This is a rough combo animation for the reaper. This is the light attack combo player will eventually unlock overtime!

robust delta
#

Did complete redesign of a main character to fit the tone of the ZArmory more. Meet The Mechanic.

tidal scroll
slender yew
#

Created THE GLITCH, an entity that will be present in some levels of the game

young wedge
young wedge
slender yew
elder zephyr
slender yew
#

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

elder zephyr
slender yew
#

@elder zephyr textmeshpro's material setting has a glow section, add some intensity to the color for the bloom effect to be apparent

alpine torrent
#

I added lots of SFXs to my game Cubic Mage, including NPC dialogue system's typewrite effect sfx. Huge win!

topaz glacierBOT
#

success @yourfav_al muted

Reason: Too many messages in multiple channels
Duration: 29 minutes and 49 seconds

desert jacinth
#

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!

topaz glacierBOT
#

success @bmanisawesome4._01133 muted

Reason: Too many messages in multiple channels
Duration: 29 minutes and 49 seconds

tropic tree
# topaz glacier

I apologize for this, I had gotten I virus which mass sent an invite to many servers.

finite rapids
robust delta
#

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

random mist
lyric cape
agile yarrow
#

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 🥴

young wedge
young wedge
sweet prawn
random mist
topaz glacierBOT
#

success @baby33700_ muted

Reason: Too many messages in multiple channels
Duration: 29 minutes and 49 seconds

agile yarrow
#

I really like browsing peoples games in here lol

robust delta
#

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.

stone iris
#

I can't light properly to save my life but at least I have a (mostly) finished room. (The drawn textures are placeholders)

young wedge
topaz glacierBOT
#

success @666suspect005 muted

Reason: Too many messages in multiple channels
Duration: 29 minutes and 49 seconds

lyric cape
young wedge
balmy pollen
slender yew
wanton remnant
agile yarrow
fickle hill
young wedge
vast imp
#

After a week of debugging and reworking the whoel system my kingdom hearts camera and lock on system is almost done

lyric cape
#

After a week of debugging and reworking

desert jacinth
#

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.

topaz glacierBOT
#

success @n0vqisbrooz muted

Reason: Too many messages in multiple channels
Duration: 29 minutes and 47 seconds

robust delta
fickle hill
robust delta
lofty raptor
#

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 😄

deep yarrow
young wedge
safe totem
#

Better than nothing 😂

lavish roost
#

Love the new UI for my game 😆

agile yarrow
steady umbra
#

added 3D building to fit with my 3D mountains to make the best possible background for my 2D drilling game. 😎

steady umbra
young wedge
finite rapids
young wedge
minor stag
#

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.

spring zodiac
#

Cruisin' down the street in my '6-4!

young wedge
young wedge
#

Getting to this point was a lot of work, I just want to sandbox for a while.

spring zodiac
young wedge
#

clean as hell for ps1 lol

agile yarrow
#

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...

spare slate
wanton remnant
#

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 sadok )
https://streamable.com/c7dycc

desert jacinth
#

Working progress of another rough animation!

vast hedge
#

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&

lyric cape
young wedge
#

Video game development. Also that was an audio queue reaction I just added from the NPC on the right.

lavish roost
#

Mom and baby

young wedge
green rock
#

making some indie game as teen

next temple
finite mango
#

Getting the grid building system going in my small-scale 2D sandbox mmo

young wedge
steady umbra
agile yarrow
steady umbra
#

I made the lava more realistic, it's now heating up and cooling down depending on environment and movement of lava! 😄

patent willow
#

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

patent willow
desert jacinth
#

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!

next temple
flint crest
#

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!

young wedge
#

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.

young wedge
#

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.

young wedge
#

I already fixed the stutter step in the clip just had to keepCurrentTargetUntilLost = true now they walk smooth and shoot fast.

steady umbra
visual scarab
next temple
wanton remnant
#

Made some screen glitch effects to show when the player is low health, or when the shield breaks. Also new alarm sounds for these.

steady umbra
lyric cape
desert jacinth
woven birch
young wedge
#

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.

slender yew
#

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?

green rock
#

making game similar to story 210

zinc ingot
wanton remnant
#

(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.

robust delta
#

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…

Release Date

2026

agile yarrow
young wedge
burnt imp
young wedge
flint crest
#

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

young wedge
primal hedge
#

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!

next temple
flint crest
young wedge
young wedge
#

catto catto catto catto @agile yarrow Thank u bro

young wedge
next temple
burnt imp
lime sun
agile yarrow
young wedge
#

More recoil when the weapon isn't close to the shoulder. So many lose ends.

fickle hill
#

Yesterday i made like 3 different Arctic Warfare weapons and today i added the ACOG and PIP scopes :)

young wedge
young wedge
versed citrus
young wedge
void umbra
#

Finally got my first asset out there published! Took 1 month* but I'm happy to see it out in the world

next temple
#

I did a lot of mostly UI ToolKit and shader graph stuff lately 🥲 got target indicators working

desert jacinth
#

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!

full fox
#

remade my procedural terrain shader from scratch in the last 4 hours, still have to add back texturing for each surface type tomorrow

versed citrus
young wedge
oak igloo
#

Working on procedural audio for the M1 Abrams with several layers including, gas turbine engine, track sounds, mechanical sounds/gearbox sounds

young wedge
dense swallow
alpine torrent
#

Added multiple types of trees!

fickle hill
#

Made a new devlog, summarizing all that i did last week :)

young wedge
ivory epoch
#

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."

winter hound
flint crest
#

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.

https://youtu.be/hx7SCkoZt-w

agile yarrow
steady umbra
slender yew
#

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)

strange basin
fickle hill
young wedge
#

American base Russian HQ

mystic crown
#

we got da capsule art for my game done

next temple
#

still working on battle system 🥲 just got behavior framework working today. some enemies will alternate between attacking and idling

young wedge
next temple
sterile trellis
#

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…

Release Date

To be announced

fickle hill
young wedge
young wedge
#

Procedural reload animations and magazine tracking UI

next temple
#

got do tween to work in unity visual scripting + ui toolkit to add shake to character name plate when damage is taken

manic rock
young wedge
#

Focusing on my film skills. Put together these sample shots to work on until I get better and find my art direction in film.

next temple
steady umbra
#

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.

forest marten
#

made almost everything here today (just started this project)

pastel mauve
#

Starting another map for my game today.. I like the way this feels so far

steady umbra
visual torrent
pastel mauve
visual torrent
pastel mauve
oak igloo
wanton remnant
#

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.

next temple
#

I added shutter transition and asset store environments 😭 I never realized how big the enemies are

broken dew
#

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…

Price

$0.99

spring zodiac
agile yarrow
next temple
harsh sage
#

spent ~8 hours yesterday to make this, it's beautiful 😭

steady umbra
harsh sage
# steady umbra 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

fickle hill
forest marten
gaunt harness
#

Post-processing stack/layer/volume success!

forest ibex
#

@strong jackal this room would be perfect for that post

strong jackal
#

oh

next temple
fickle hill
steady umbra
strong jackal
desert jacinth
regal cedar
#

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.

wanton remnant
#

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 notlikethis

(Also, new functionality to disable combat mode. It allows the player to get a nice look at their mecha :>)

desert jacinth
young wedge
#

Optimizing my scene and programming my animators. No longer working on MVP

young wedge
#

soon i can start writing the game

fickle hill
#

Significantly improved charecter death ragdolls, now they try to go into poses depending on where they were hit, Torso, Legs, Head or Arms

gloomy raptor
#

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

velvet roost
steady umbra
#

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. 😄

young wedge
winter hound
#

Significantly improved charecter death

velvet roost
harsh sage
# velvet roost

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 😂

young wedge
#

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.

inner sundial
young wedge
hybrid condor
#

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.

wanton oriole
#

here 3-5 secrets

calm temple
#

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)

young wedge
#

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.

covert pebble
heady sorrel
young wedge
next temple
young wedge
young wedge
#

I'm freaking out because this is the best thing I have ever created. Looking at the stats panel brings me happiness 😆

young wedge
balmy gale
#

Made a small cave with real-time lighting 🙂

wanton oriole
pastel mauve
#

Day 2! Working with the actors! Cant wait to get those FX in
edit, moving most of the updates to dev log #1453983653993648199

wanton remnant
#

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 ) UnityChanSalute

next temple
#

more progress on the rpg system: gauge charge, battle, etc.

very exciting looking gameplay I know (not lol)

young wedge
wanton remnant
# young wedge I think it's very powerful and maybe dumbs down the gameplay, but it does look v...

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 UnityChanSalute (Hint: It's likely going to be a roguelite, each map is procedurally generated but similar to a Helldivers 2 mission with multiple objectives).

wanton oriole
#

making a horror day 1. maded a 1-st part of menu and hallway ground

jolly ingot
#

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.

slender yew
#

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

steady umbra
next temple
fickle hill
young wedge
next temple
young wedge
#

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

graceful orbit
desert jacinth
#

I wonder what happened 7 minutes earlier??

next temple
#

working grid-based dungeon crawling editor that randomly fill in walls with prefabs from a list

young wedge
#

Getting ready to build a 60 day test.

next temple
young wedge
# steady umbra what do you guys think of my lava? 😄

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😄

young wedge
#

Squad support shooting missiles from my reaper drone using my hand held OS

spring zodiac
young wedge
steady umbra
next temple
young wedge
#

Maybe I should put a camera on the missile prefab and add controls to it. But idk yet.

slender yew
young wedge
next temple
slender yew
young wedge
# slender yew 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.

next temple
#

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)

crimson lynx
young wedge
slender yew
#

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

crimson lynx
young wedge
final zinc
next temple
#

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

fickle hill
#

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!

sinful ether
#

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:

slender yew
#

Are we allowed to link a youtube video if the video file exceeds 100MB and we can't upload here?

fickle hill
#

managed to get dual handling tools work, now you can steer and shoot a gun at the same time

slender yew
#

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

▶ Play video
steady umbra
slender yew
steady umbra
#

Just added graphics settings so it work well on a cheap mobile while using high-res for PC version. 😄