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I Got that map update I promised you all.

Now that's done, I'll get back to it.

Enjoy your weekend everyone.

March is done! I hope you all had a good one!!

This month has been pretty singularly focused, getting the stuff below the Island set up.

Learned a bunch about setting things up for RNG rooms, and also how best to use particles/emitters/systems!

I'm working on new characters for Lutaland! Feel free to give feedback if you see something that should be changed.

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Check out a quick sneak peek into #SearchingLight puzzle action. It's like being a color wizard. Ready to see how color blending unlocks new adventures?

#devlog #gamedev #game #indiegames #indie #storytelling #gameplay #dev

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Death In The Afternoon : Devlog #2 - April 4th

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Pre-order Weefager on your wishlist of Steam!!!

https://store.steampowered.com/app/2749640/Weefager/

Better Cave Gen v2.0

Now with minimum distance check between entrance and exit, and a room gen retry if a condition fails too many times.

SIGH.

On the one hand, my path check code works, I kept trying till it was able to path the entrance to the exit image2

on the other hand, urgh big inaccessible room image1

That shape shouldn't be possible, since it starts the floor gen from the same xy

OK! Reworked Cave Generation. Here's a gif of the smallest cave size, they get bigger the deeper you go.

Unless there's a special reason, every floor will have a [Up Stairs] to return to the surface and a [Down Stairs] to go deeper.

I'm working on many new additions to Lutaland, including a platforming puzzle, a conversation system, smart NPCs, and more!

For those of you who were wondering, no, I'm not changing the art style.