10 hours ago

3 sprite sheet (in a gif format) for my OC Kitsuneko Aiko. Mostly just art practice but maybe for my puzzle game (I'm not really an artist).




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Through sheer determination I got it up and running. It ain't much but it was very cool! Wouldn't mind making a game jam length game in VR.

Working on the procedural techs, you might end up with smaller tech trees or these giant tech trees, or somewhere in between.

Spent a lot of time fixing bugs today. Turns out the trading bug from before was not fixed, but now it works. But this is (technically) a trail and trade spin off so I added this arcade-y -+ resource text on buildings. Pretty cool.

Working on some game juice and the new "special" block

Been having a lot of fun tinkering with this, added some sound and visual flair. It's also really satisfying to me seeing the board clear, maybe that's just me.

Working on a happiness system. It governs trader speed. It's affected by hunger and building density. Building lots of buildings in close proximity can completely slow a trade line. Also trying out color coding like a grand strategy (green == resource)

After spending hours debugging a CPU player, I gave up and added a timer instead. Also made this sprite of my OC who may or may not be the protagonist. She even reacts to combos. I still have ideas of how I can expand the timer + more ideas for the game.

Simple arcade-y puzzle block game prototype. It's actually pretty fun and was fairly low effort. Puzzle game coming soon maybe?

Playing with post processing & a procedural per building tech tree system. This can be built at runtime for every building and can add/remove techs and shuffle them around. It requires adaptivity because entire sub trees can be missing in a game.

I have built some new stuff. Tiles now have yields (civ style), tech tree got a visual pass, and now you can see a heads up on what's being sent/taken/produced.