4 years ago

A cool thing about having all your entities work the same is that you can easily make anything playable and everything functions nicely. Gonna make a longer post about it later.

I might also soon change the art to something original




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Starting a devlog: How to keep your Unity project from crumbling upon itself (from some nerd who's been using Unity for over a decade and one really hard burnout) #unity3d #gamedev #fangame

Generic component system is done... kinda. Activation is messy. You currently need to specifically setup the projectile separate from the equipment data. If I don't fix it it'll be a trap for myself later. Works fine though. No specific code required

So...I'm trying to recreate something of an "Nintendo 64 as seen through CRT" effect in Unity #unity #retro #N64 #indieGame #indieDev

Behold, the most realistic Applin I could manage

I wanted to make a pallete-swap system to replicate what the #NES does, so I made a simple shader on shaderGraph for that. It samples each color channel and replaces it with the color defined on the material

NES link looks good in blue! #Unity #Gamedev

Flareon based on folklore-like art I saw in a book :3

After implementing some of the structure I learned on #UE4 into #unity and some input juggling I've "accidentally" made multiplayer Every character has a "characterController" and these can have a separate input source. Every character should be playable

Testing different pathfinding options+ Some advice on Plugin use on #Unity Initially I tried to use Unity's own system, but that didn't work out with a grid-based game. Eventually I went with something based on A* and Code Monkey's grid system (...)

New screenshots of Single Note Alpha landscapes Single Note alpha coming soon!

Wishlist on Steam https://store.steampowered.com/app/4705870/Single_Note/ or follow on Game Jolt! #SingleNote #gamedev #indiegame #indiedev #Unity #screenshots #alpha

Here's a peaceful little forest scene for this #screenshotsaturday, from the beginning of the game.