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3
17 hours ago

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




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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.

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.

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.

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.

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.

That's absolutely wild. 3 solo games and one collab later, here I am. Glad to make GameJolt my home!

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.

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.

Progress. It looks a bit less crappy now.

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.