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I’m working on some new VR prototypes!

Inspired by Fallout’s ‘Junket’ here is the Junket Crossbow!


#gamedev    #pc gaming    #madewithunity    #unity3d    

Testing a new puzzle mechanic out for our game UnveiledVR!

Hopefully, it works just as good in VR tomorrow!

More soon!

So things were going well with @danielstuddert in Bow vs Them before all trust was lost when I attempted to rig and animate a bow in VR.

Now we have a spaghetti bow.

Hopefully, some cool fire and explosions working tomorrow!

More soon

gamedev amiright


0.5 days left of this gamejam.

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help from @jakereason

We’re in the second week of our 4-week project developing a rhythm game in Unity, and this is kind of what we’ve looked like all week.



In Game Footage

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Overall progress is going good, and it’s been a blast so far!

Before I go, here’s a photo of my partners in crime @nicholasbarnett and Eduardo!

Yes! you heard me correctly! Very soon I will be delving into my first attempt at developing for VR! I’m finally going to go in and get my hands dirty, and try not to fail too hard whilst I’m at it.

In preparation for it all, I’ve started working on a (PC, mouse-driven) prototype that displays the most basic function of the game I’ve got planned. 

So without further ado~

I hope you’re all as excited for this as I am!

More soon!

So our first unit this year is focused mainly on in-game economies and “return” loops, keeping players in the game, and making them want to come back!

We were tasked with pitching an idea, throwing together a quick GDD, and then if we felt up to- making a basic prototype. I had an idea, and started on a prototype for something that I thought would have been very achievable. I was wrong.

I spent way longer than I thought I would writing, testing, raging, and re-writing code. I took a break, and came back to it, and from scratch I tried putting together the lowest forms of what I’d need in my prototype; this is where it is now.


I’ve learnt so much about script communication, OOP, Unity, and even Visual Studio! It’s been a blast so far, and I’m really proud of the functionality that’s working (smoothly!) and will be using this as a basis for my intended Economy prototype.

More soon!

Just been messing around with different anim styles, dunno what kind of personality the character is supposed to have, but I think I’ll find it eventually!

More Soon

I’ve taken a few days off away from gamedev, but have gotten the prototype to a point where gameplay can be seen.

SO visually it’s still super dodgy, but the overall idea was a space traversal platformer with the main learning experience being:

  • 2D Sprite animations (modular/dynamic)
  • AI State Machines
  • Hookshot behaviour

I’d love to flesh out a level more with both visuals matching a cyberpunk/dystopian/junker world kind of theme and then improve functionality and tighten controls!

More soon

I’ve begun the animation process of the character for the cyberpunk/dystopian space traversal platformer!

I must say, animating is fun, but animating something good- is hard.

I’ve also painted a basic platform that will be one of the main ground planes for the game. 

More soon!


Okay, so what originally started out as a “Okay, could be cool” one week project, has now kind of turned into a small game idea. 


I’ve begun working on a prototype for a game suiting the theme “Cyberpunk Space Traversal”, from a game-dev challenge group on Facebook. My intentions were to tackle a 2D grapple/platformer kind of game (and then later down the line) add some 2D art; couple issues ahead though:

  1. -I’d never done vector sprite sheets
  2. -I’d never programmed a proper platformer to this extent
  3. -I’d never programmed grapple hook functionality 
  4. -I’d never used state machines in Unity/Tackled proper AI
  5. -I’d never hand painted entire enemies, players and worlds for a 2D setting.

So yeah, it’s going slowly, sure, but it’s definitely going, and I’m kind of having a  blast doing it all.

More soon!

Games take a long time to make, and a good game takes even longer. So my advice is to obviously make a game in a ridiculous amount of time, push yourself to the limits, and be as wacky and out there as ever.

Ludum Dare! It comes around 3 times a year, and this event I joined two fellow developers to create The Daily Grind, a barista simulator!

You can check out the game for free at itch.io now!


https://mariobaronegames.itch.io/the-daily-grind

So our Barista-sim-esque game is still in progress with less than 12 hours to go!

We’ve begun working on our subtle rating system feedback for players, this blackboard will show the mood of the cafe throughout the game 

Yes, the corniness is real.

More soon, and look forward to trying the game out on itch.io soon!

Since this is the last #screenshotsaturday of the year I thought I’d post some of my favoritesSince this is the last #screenshotsaturday of the year I thought I’d post some of my favoritesSince this is the last #screenshotsaturday of the year I thought I’d post some of my favoritesSince this is the last #screenshotsaturday of the year I thought I’d post some of my favoritesSince this is the last #screenshotsaturday of the year I thought I’d post some of my favoritesSince this is the last #screenshotsaturday of the year I thought I’d post some of my favorites

Since this is the last #screenshotsaturday of the year I thought I’d post some of my favorites. You can follow me on Instagram here.


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In 2015, we’ll have flying cars , at least in our virtual worlds. I’m glad we still haveIn 2015, we’ll have flying cars , at least in our virtual worlds. I’m glad we still haveIn 2015, we’ll have flying cars , at least in our virtual worlds. I’m glad we still have

In 2015, we’ll have flying cars , at least in our virtual worlds.

I’m glad we still have tumblr, even if its not that place it once was. However, i’ll keep using it for sharing my psychedelic animations and graphical experiments, but also to provide some updates about the current game development for those who are interested. ☝
Twitter is also a nice place for sharing news, but truly not enough space to give you some more insight on my production, decisions and dev-thoughts. So i go with tumblr, but you’re still free to ask me or chat via pm here or on twitter.
Thanks to your lovely donations via PayWhatYouWant on my itch.io games, i was able to start replacing some broken hardware. Basic parts like SSD, PC-Cooling and other important stuff that sometimes (on failure or overheating) forced me to move with the current work files to my crappy laptop to keep working. Not the optimal state yet, but i won’t give up. I still believe into that “independent and quality game production thing”.
I’m aware of the face that i can’t reach some sort of AAA-state, but i think i can provide some entertaining gameplay and fun… made with love.

There always was and still is a lot of conversation with other developers of all areas, but also with players because their opinions are important. Fairly to say that these conversations are not always in the context of “keep this work up”. As soon as you start creating things and coming up with the first results, some of the critical or doubting responds are not meant in a helpful way. But that’s normal. I guess we all know that type of people.
However, i kindly respect any feedback and try to turn it into something useful. Fortunately, there is a lot of nice feedback that has helped me to rely on certain workflows and to stay on track.
<wisedomON>
I’m telling you this for the case you’re also creating games, art, music or whatever you love… don’t get annoyed by the stones some people throw at you, jump over them, rely on those who follow you.. Please don’t give up just because some failed people want to see you fail too.
<wisedomOFF>

I know this is nothing new, i’m just trying to give you some motivation.

It was your kind feedback, that helped to evolve and finish my projects.
Check out these free games here:

https://ravee.itch.io

So what’s going on right now?
Despite the other projects i’m working on (not leaving the cyberspace and cosmic-horror genre), i develop modules within the current SciFi-MegaCity project. Modules and technologies i can use for my other projects as assets i’m able to share to help other devs.
I met another developer from my country who has some great MultiplayerProgramming skills. We thought it could be interesting to use this MegaCityProject as a field for testing multiplayer stuff, probably providing a nice little cyberpunky world in the future. Not sure how this will end up, but at least with a huge knowledge boost for both of us.

Have a nice day,
Rod

PS: yes, the dice are a static placeholder


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 Reaching 1st level of Godmode in shader , light & magics programming … there is still a  Reaching 1st level of Godmode in shader , light & magics programming … there is still a  Reaching 1st level of Godmode in shader , light & magics programming … there is still a  Reaching 1st level of Godmode in shader , light & magics programming … there is still a  Reaching 1st level of Godmode in shader , light & magics programming … there is still a  Reaching 1st level of Godmode in shader , light & magics programming … there is still a

Reaching 1st level of Godmode in shader , light & magics programming … there is still a lot of work and optimization to do as my graphics hardware is already blowing up


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I just added some simple mouse cursors for Genera, Attack and Raise the Dead

Shooting a target behind an obstacle. Using a Raycast to ensure a clear shot.
Yellow rays are a clear shot, blue rays are hitting an obstacle.

Raise an undead minion from a green goblin corpse. The low-level skeleton warrior equipped with a bone sword is still a fearsome monster.

#gamedev    #indie game dev    #indie game    #indie dev    #game dev    #made with unity    #madewithunity    #necromancer    #undead    #skeleton warrior    #goblin    #green goblin    #dungeon    #monster    #summoning    

Simple Bone Sword used by the low-level skeletons. Even as a low-ranked weapon the teeth on its back-side make sure that every stabbing wound becomes a bleeding mess!

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Some real fun slashing in the slashing fungal realm.

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This sneaky battlemage may ambush you from the bushes!

@doombladegame​ is a metroidvania in development. http://DOOMBLADE.com for newsletter!

#screenshotsaturday    #indiegame    #indiegamedev    #indiedev    #metroidvania    #pcgamer    #madewithunity    #battlemage    #forest    #ambush    

Happy Halloween!


Here’s a little treat sneak peak for ya.
A pumpkin trickster rolling in spiky vines living in some sorta fungi inferno? ✨

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Slapping this angry tank creature. 

 DOOMBLADE is a new type of metroidvania in development by Muro Studios. http://DOOMBLADE.com for newsletter!

Working on the save point. Needs at least some polishing still when player character jumps off the platform. It’s some sort of ancient mechanical thingy that makes the player character respawn when dead. #indiedevhour#metroidvania#indiegame

#indiedevhour    #metroidvania    #indiegame    #indiedev    #gamedev    #madewithunity    #checkpoint    #savepoint    
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