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submitted 6 months ago* (last edited 6 months ago) by [email protected] to c/[email protected]

This took fuckin forever but I feel good to be back in the saddle for reals.

I wasn't actually gonna make a sequel to Kor, but then I had an epiphany on how I could do the combat much more interestingly. I will not elaborate right now except to say that it will be a little more complex and a little more action-y.

For the sake of saving time and because I'm brutally poor right now I will be reusing a lot of stuff from Kor 1 - like moving around outside of combat will still look like Kor 1 with the little 16x16 sprites and tiles, but it's going to be at a higher (standard) res and not be locked to various 4-color palettes. I'm going to stick with this darker limited palette of 142 colors (plus transparent) because it will give the game a unique look, and because I spent literal weeks working on this palette for another game and fuck if I'm not gonna goddamn use it.

Anyway I think this turned out neat even though it's not finished or totally polished. More updates soon.

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submitted 7 months ago by [email protected] to c/[email protected]

If you're not familiar with the concept of combined arms, it's a form of military organization where different types of weapons are integrated together into units so that they can cover each other's weaknesses. For example, a combined arms formation of tanks and infantry allows infantry to screen for the tanks to prevent the tanks from being hit at close range in their blind spots, while the tanks can provide heavy fire support to infantry if they run up against a fortified position or enemy armor.

I design enemies for Guardian Cry in the same way - each enemy has a distinct niche, and their abilities complement each other to make them more dangerous when combined. I introduce them separately where players can learn and exploit their weaknesses, and then I make the player fight them together.

The enemies in the Guardian Cry demo provide a clear example. Gremlins (the purple rat-looking things that pop out of walls) have a projectile fireball attack that can hit the player anywhere on the screen, but they have a low attack rate, low health, and are immobile. This means that if the player can get close, they're pretty easy to kill.

Fire Snakes, on the other hand, have high health, a large profile, and a short-range spit attack. Their large size makes them difficult to avoid, their spit attack forces the player to pay attention and carefully manage their range and angle of attack, and their high health means they take a bit of time to kill. They're slow and have a low attack rate, though, so they don't present a lot of immediate danger. All this combines to form an enemy that, while not super deadly, makes an effective wall.

Finally, we have Firedancers. These roly-poly lizards barrel toward the player character at high speeds, leaving fire in their wake. Their high-speed charge, and the fact that they make the room more dangerous the longer they're alive, means that they must be dealt with quickly. However, alone, they're easy to manage - stand still, let them roll toward you, then hit them with your sword when they're close enough.

Now we apply the principle of combined arms. The player enters a room. There are gremlins on the far wall, Fire Snakes in the middle, and Firedancers that charge the player. The Firedancers create a threat that the player must immediately deal with. The player cannot simply stand still and hit them as they come because the Gremlins are launching fireballs that must be dodged. The Fire Snakes creep toward the player, slowly constricting the area in which the player can maneuver, which makes it gradually more difficult to both dodge the fireballs and the Firedancers. All of this comes together to form a demanding encounter from simple, complementary pieces.

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submitted 7 months ago by [email protected] to c/[email protected]

Hello, everyone!

It's been a bit less than a month since I released the demo for Guardian Cry. I took about a week to solicit feedback, and I've gotten a lot done since then.

The second dungeon, the Gryphon Temple, is fully mapped out. All enemies, room features, and puzzles have been implemented except for the gryphon herself (who will take a considerable amount of dev time to do assets and programming for - likely as much as the entire rest of the dungeon combined!). Most of the new features still use placeholder graphics, but as you can see from the screenshot, I'm making good progress on finalized assets - most of the tilemap is done, though I have yet to start on the enemies.

For the Gryphon Temple, I'm keeping two themes in mind: "The Gryphon is the fierce warrior of the Guardians" and "Her temple is a cave."

For the former, the player enters from the lower right, goes through a short section that introduces the dungeon's enemies and puzzle setups, and then almost immediately enters a room where the Guardian Key is in plain sight, right next to the Guardian Door. The catch? The Guardian Key is behind four regular locked doors, and the player needs to venture into the depths of the Temple to find them. The Gryphon is the warrior of the Guardians: she doesn't hide in the depths of her temple. The way to her is immediately made clear, challenging the player to overcome it. Also tying into this theme, puzzles will revolve around killing enemies - the player will need to come up with creative ways to dispatch enemies that are inaccessible or immune to their regular attacks. (As an added bonus, this means I only had to make new enemies, instead of entirely new puzzle elements like the arrow throwers and braziers in the Phoenix Temple.)

For the latter: caves are strange, disorienting places. You can spend hours crawling through tight, narrow passages only to turn a corner and emerge into an absolutely massive open chamber. The plan for this dungeon includes multiple open rooms, larger than any found in the Phoenix Temple. This is offset by the many winding, claustrophobic corridors that the player will need to navigate to make it to these rooms, often grappling with enemies and hazards like pits in the process. To make the layout feel more natural, I plan to minimize the use of right angles in room design.

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submitted 8 months ago by [email protected] to c/[email protected]

Hello, fellow Tankies! Welcome back to my continuing adventure of building a lewd VR communist brainwashing experience for Jordan Peterson and his incel masses as per Xi's personal instructions.

Last weekend I finished up the answer selection solution by using the thumbstick to select the diagonal direction and activating a radial slider that corresponds to the answer of that direction. It gives the user a few seconds before locking in the answer. Major props to @[email protected] for putting the radial menu of other games in my head and putting me down that path.

I actually had to take apart my Quest 2 Controller to clean the thumbstick as it was sticking so bad that it just got stuck in Down/Right for a while. Cleaning worked but I've lost the touch sensitivity of where your thumb is supposed to rest. I can't think of a time I've actually used that function, that wasn't just novelty, so it can wait for a while before I take it apart again.

Yesterday, I hammered out version 1 of Question serving and Answer handling. As the video shows it now tells you if your answer is right or wrong and then serves up a new question. I've only got handful of questions so far which is why sometimes it looks like the question hasn't changed in the video. I've also made it so the answer is randomly assigned to one of the four answer spots with the wrong answers filled in to the empty spaces afterwards. None of this is set in stone, especially not the graphics or timing or anything, but I just want to get everything working enough for prototyping a full alpha version.

In version 1 of the Quiz minigame I'm not doing any weighting or behind the scenes algorithms, things are purely going to be served according to Random.Range, but in future versions I am planning on building an algorithm that incorporates techniques similar to Duolingo and other learning apps to better encode the brainwashing. stalin-approval

Today I'm gonna clean things up a bit and get the audio manager working so next week I can figure out how best to implement the HIIT style rounds of alternating quiz/lewd stimulation. I may make a NSFW post over in askchapo to see if folks have better ideas than what I'm currently playing around with. I figured this post was clean enough that it didn't need NSFW tagging, but if it does, just let me know, mods.

Previous NSFW post on the app for anyone curious:

spoiler[CW:LEWD JordanPetersonFantasy brought to life] The frustrations of working with VR. Expectations vs Reality

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submitted 8 months ago by [email protected] to c/[email protected]

Coming back to update Hexbear on my last post!

The game is also still on sale for crazy cheap for the steam winter sale plus the second anniversary of its launch for a little bit! (But if anyone wants to play it and doesn't wanna pay, hit me up and I'll send ya a steam key as usual).

Thanks to everyone who gave me feedback about the concerns I had with potentially gendering the player character a little, getting a gender-diverse perspective was extremely helpful and relieved the concerns I had. You guys are just endlessly helpful and awesome.

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submitted 9 months ago by [email protected] to c/[email protected]

So I'm doing a VR experience and today I'm working on using the thumbsticks of the quest controller more like a gamepad to control selection of a UI menu for a trivia game that's going to be in the experience.

Now Unity returns the thumbstick via a Vector2, easy enough. I literally sketch out an XY graph, figure there's a threshold I need to account for for each direction, a much smaller threshold that we can ignore for each plus and minus on the other vector, and if the Vector2 meets all my criteria I can fire off my functions for the direction. So for UP my code looks something like

if(Vector.Y > pressthreshold and (Vector.X < threshold and Vector.X < -threshold){ Print(up!)}

And then I did that for each direction... And it kinda worked. But it was wonky as hell because my quest is old and the thumbsticks drift. So I spent like an hour and a half trying to find just the right thresholds and it just did not want to be consistent...

So I figured I'd ask chatgpt. And it basically spits out: Just take the absolute value of your X and Y and whichever one is bigger is your plane, and then the positive or negative of the value determines your direction.

ARE YOU FUCKING KIDDING ME?

I am in shambles. I have once again overcomplicated the simplest freaking thing.

TLDR: My brain is pudding. Just had to vent. doomer

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submitted 9 months ago by [email protected] to c/[email protected]

Poopoopeepee

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submitted 9 months ago* (last edited 9 months ago) by [email protected] to c/[email protected]

Good hello!

As many of you already know, my game Kor has 3 player sprite options - the bottom row in this post's image - offering different skin tones, basically. But they all have the same look otherwise. The game is also designed so that no one ever genders the player - all pronouns used are gender neutral (Chumpling, Duckaroo, etc.), because I wanted anyone to be able to connect with the player character.

HOWEVER!

Even though I never assign a gender to the player anywhere in the game, most people assume that it's male because of the short hair. And as such, I've gotten several requests from women to add in a more feminine sprite, and for a long time I resisted because I worried that it would make the gender of the player character too black and white, even if I don't change anything about NPCs never assigning gender to the character (you can pick either look, and still consider your character whatever you want).

So... I designed an alternative sprite. And though I'm not looking forward to all the work of updating promo stuff to include the other sprite, I've gotten very positive feedback from women I've shared it with. And, at the end of the day, I am of the opinion that more customization options are good.

But before I go through all the effort of adding the update, I wanted to come and ask the gender diverse userbase of Hexbear what you all think about this!

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submitted 9 months ago by [email protected] to c/[email protected]

Mostly just featuring a few preview gifs. I don't know when will be the next time I actually have something worthwhile to show, but this is it so far.

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submitted 9 months ago by [email protected] to c/[email protected]

Wanted to give them a plain, unassuming appearance, with only a leather vest for armor - the protagonist is a peasant and can't afford anything on the level of full plate, but they've prepared themselves for the dangers they're facing the best they can.

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submitted 9 months ago* (last edited 9 months ago) by [email protected] to c/[email protected]

For having only spent a few hours on the background image, I think it turned out very well. It used to take me days to make those, and they weren't quite as good.

My goal was to have the demo released by the end of the year, and I am definitely on schedule for that.

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submitted 10 months ago by [email protected] to c/[email protected]
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submitted 10 months ago* (last edited 10 months ago) by [email protected] to c/[email protected]

Hi everyone I'm just posting our game jam here for others to check out. We used Godot and a great pixel art AI plugin for Aseprite that I found called PixelLab. I found old Russian folk midis and used an app called GXSCC to convert them to chiptune sounding songs. As a bit of an easter egg you can also select the USSR anthem in options.

We're looking to expand the game so any suggestions are welcome. Godot 4 was a bit of a pain to work with but hopefully will be more developed going forward.

I can recommend the Seattle Indies Slow game jam next year, you don't have to be in Seattle to join.

Edit: Someone has been impersonating us in the comments on itch, I am one developer here and the other dev AndroidOverlord is the other on itch.io - anyone else responding is not associated with Rabbitariat.

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submitted 10 months ago by [email protected] to c/[email protected]

cross-posted from: https://hexbear.net/post/1026770

Four years ago (...jesus) Yahtzee decided to challenge himself to make 12 games in as many months. The videos don't run too long, are nicely edited/paced, and you get to see how he thinks about game design both in principle and in practice.

I'd highly recommend the series to anyone who's thinking about game design, whether that's as a hobbyist or a spectator. I've linked someone else's playlist because the official one is junk.

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submitted 10 months ago by [email protected] to c/[email protected]

There are decades where nothing happens and there are weeks where decades happen

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submitted 10 months ago by [email protected] to c/[email protected]

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submitted 10 months ago by [email protected] to c/[email protected]

Hey, nerds. Still hard at work on my Zelda clone. Based on feedback from many different people, I've settled on a tentative title of Guardian Cry. I hope to have a playable demo with the Phoenix Temple out by the end of the year, which will require me to do a lot in a short timeframe, but so far I'm on track to pull it off.

The big silver emblem you see in the screenshot is how the player will track their progress through the game. On its surface are reliefs of the four Guardians - the Minotaur, the Gryphon, the Phoenix, and the Unicorn. Each time you defeat one of the Guardians and gain its ability, that Guardian's eye glows ruby on the emblem. In the pic none of the eyes are glowing, even though the player would have beaten the Minotaur and the Gryphon by the time they're in the Phoenix Temple - I wanted to show the emblem without any modifications.

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submitted 10 months ago by [email protected] to c/[email protected]

I was impressed

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submitted 10 months ago by [email protected] to c/[email protected]

There is something satisfying about a number going up. I'm not immune to it.

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submitted 11 months ago by [email protected] to c/[email protected]
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submitted 11 months ago by [email protected] to c/[email protected]
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submitted 11 months ago by [email protected] to c/[email protected]
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submitted 11 months ago by [email protected] to c/[email protected]

I love the bit where he starts talking about what he'd do as a modern indie.

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submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/[email protected]

It's here the Fediverse FallJam.

You want to learn a game engine that isn't unity? Are you a beginner and want to get your feet wet or finally get one project done? Making pixel/voxel art for the first time? Go for it, learn,grow and make something cool!

Unlike most gamejams this one is much longer because we have more than a few people that don't have as much free time as they'd like.

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Showing off the game I'm working on (mastodon.gamedev.place)
submitted 1 year ago by [email protected] to c/[email protected]

And I will continue to do so until the gamedev comm is alive.

Is there a better way to share a video than linking my mastodon?

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