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#Devruary As a Ren'Py dev, the two things that could always break my games are (1) building a new feature incorrectly and (2) messing with the "screens" file too much!

I have since adopted a new game making rule: if it ain't broke, don't try to fix it.

#Devruary If I had to name a feature that took longer for me to get working than I expected, it would be the achievement and gallery systems. Had to format them multiple ways, so I'm SO glad that they finally work!

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Dev Flashback - Nov '21 #3

End of 2021 was very productive in RTG development. After "charged light shooters", I implemented "gravity inverters", great mechanics with lot of potential for new puzzles. Here's small showcase.

https://store.steampowered.com/app/4032050/RTG

Sneak Peek 2

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RTG Dev Flashback - Nov '21 #2

Another level with "charged light shooters". I can say, that's around this level when game's difficulty spikes up. After 20-30 levels of quite light puzzles, the game will start challenging even skilled puzzle players.

Port of Mobile image(the controls sucks btw)

#GJAsks The game I spend the most time playing lately is the one I'm working on, for testing purposes. Every once I a while, I will play it for fun though!

As for not-mine games, I occasionally play Animal Crossing! I love to cook and design in that game!

AriksonMania

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#GJAsks What games deserve more attention??

All of ours, of course! I've seen my fellow devs pour as much effort into their work as I do into mine, so I hope we all get our flowers!

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RTG Dev Flashback - Nov '21

Charged light shooters! Mechanics, which added "pool" or "billiards" gameplay. Lot of fun with that. Moreover, this effect of environment illumination is for free thanks to game's engine, so why not use it?