Next up
Ranged and melee combat. Lots of parameters to tweak for different weapons. Eventually I might move it into a big data structure if I end up continuing this.
This game has still been on my mind. Still suffering a catastrophic game dev burnout. But I had a concept for a prehistoric/dino level in my head. I made a test song for it as a musical challenge (may not be in the game). Mostly for fun.
merged my sims build mode thingy with my A* test. Really cool to see the two systems interact very well together. There's probably some edge cases but I'm pretty happy with this.
Took me way too long to remake the animations, but here she is.
Spent a few hours today remaking some Sims build mode functionality. Not really making a game with it atm, just a curiosity. Walls are unbelievably jank, but not bad for a couple hours. I'm mostly messing with the system in case I make something like it.
That's absolutely wild. 3 solo games and one collab later, here I am. Glad to make GameJolt my home!
Finished up my very primitive sims build/buy mode clone. Still a bit rough, a lot I could add/improve. But for a couple days of work, not bad. Would be awesome for some kind of management game. I had to refactor this like 5 times, it was awful.
Working on my 2d art skills, threw together this simple top down demo. I have a vague idea for a game I want to prototype. It's setup in a way where I can easily swap the sprites of each body part, good for armor, hats, etc.
Non-artist attempts an RPG protagonist. An actual artist could do this faster and better but anyways. Now I gotta redo all of my animations.
Made it a rotatation hotkey and heavily simplifed the code, jank be gone. Feels pretty smooth now. This translates really well to controller too. Could be replaced by a button later.










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