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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'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!
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
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.
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!
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.
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. 🌦️
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.
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.
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