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TeaTM's Unnamed Collectathon
21 days ago

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.




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Progress. It looks a bit less crappy now.

Been running some art style experiments. I kinda wanted the sprites to pop a bit more and blend easier, as well as going back to my original vision for the game. So trying 4:3 + CRT shader + some pixelization + sprite outlines. I need to test it on Linux.

Took me way too long to remake the animations, but here she is.

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.

🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡

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.

Steam Deck! Running on the LCD model but should run on the OLED just fine.

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.

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.

No longer forcing 4:3. Also added this jump particle. Also didn't mention this in the last post, but the outline is procedural, so it works on custom characters too.