
Next up
I'm a bit unhappy about my game's combat and testers seem to agree. I'll spend the next weeks tweaking various aspects from ai, sounds & animations, damage and combat rules. I'll start with melee and zombies, then explore from there. More to follow!
Weekend Overhauls: Better culling, new font, notification toasts, minor UI tweaks & speech bubbles for storytelling! Heading to local indiedev event next week, then an extended weekend to wrap up that months-old mission scripting rework I never finished.
I've been finishing the Uncounted Isles story, utilizing the world I built for my ttrpg sessions. While friends are reviewing it, I plan my next ~6 months of dev work. Sadly this doesn't create much social media content, but I hope to share more soon.
Do you think this looks suitably thunderstorm-like? 🌩️
The Weather System is implemented with decent enough transitions between weather presets. I plan to trigger these only during story beats so that should be ok. 🌦️
What a great way to start the week: Uncounted Isles just hit 400 #wishlists on #Steam!
Thank you all so much! Hitting even 50 felt ambitious when I started this #gamedev project!
Initial test of the newly added sneaking mechanic! It definitely needs some indicators to show players how stealthy they are. 🤔 Stealth won’t be mandatory, but I’m planning for quests to support multiple approaches. #indiedev #gamedev #indiegame
Yesterday I attended Talk & Play in Karlsruhe again, a local indiedev meetup! I brought my game Uncounted Isles and received valuable feedback during playtesting. I even discovered a sneaky memory leak! Now I'm considering giving a talk at the next event.
Today's medium sized but important task: Added a flexible camera shake system for attacks, damage, jumping, and falling. Lots of fine-tuning ahead! Of course the intensity is fully adjustable in the settings, all the way down to zero, for accessibility.
I managed to severely damage my gamedev laptop.. Leaking cleaning supply bottle + tech == problem 🤦 While I resurrect my old gaming rig, let's do a #ThrowbackTuesday! Uncounted Isles screenshots from raycaster to low-res voxels to the start current look.
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