#indiegame #gamedev #gamemaker
These hooves were made for walkin'.
A clip I recorded showing off the new footstep sounds. It's funny what started as "play a simple repeating sfx" turned into "well now I need a system to define terrain types" lol.
I really need to put together a new trailer. ๐ฆ
Posts by BiteBox64 Games
This place had a great game dev community when I first joined here, I need to get some more to show for this game done soon.
Some creatures like to have their fun in the dark~ #art
I've been making good progress on getting the base engine for the game together so I can start getting some content added into it! I've put a lot of time into writing and imp world building lately and I'm eager to get it actually in the game lol.
#GameDev #GameMaker
I've added some poles you can climb on for a quick ride. #GameDev
#gamedev I'm working on making a tileset for this area, so far I got some more detail in the roof. I was working out how much detail to put into it, but I like this simpler look.
I just now need to do the rest of the house.
And the trees, rocks, blushes, fence...
Cool off in the summer heat!
Some Bito ice cream art.
A few more screenshots! #gamedev
The last few months of work has been on the backend of the visual novel sections, so my next task is to get some proper tilesets and level art for the overworlds.
Not long ago I even made a whole auto-tile system but I barely have any tilesets to utilize it lmao.
I've used carrd.co to make a few portfolios.
It has a nice straightforward interface to add and group text, images, video, ect with options for subpages. It's free to use, but the paid features are dirt cheap (under $20 a year) and worth it imo.
From my experience a strong portfolio is what matters most, and the piece of paper can help give you great things to put in that portfolio, but it's not mandatory for making great things.
I would probably start with trying to make some things on your own first, and think about formal classes after.
I'd start by just picking up something like GMS2 or Godot and give it a try, they are free to start. Maybe see if there are any local game jams you can join too.
Stuff like RPG Maker can be a good way to give it a try without getting too deep in coding. Though other 'no code' engines are not great.
In general I think it's good there are a lot of options, and there is a strong open source contender.
I don't really think there is a true dominant 'de-facto' engine, every time I've been to a game jam the people I teamed up with decided on using a different engine (GMS2, Unreal, Unity) lol.
I stick to the GMS2 side of things, and that is still going strong with new devs.
I think Godot's biggest drawbacks are lacking console support, and the others having more tutorials and resources from being around much longer.
I think it will be a strong option, but it seems to have it's limits.
Vet art uni/classes beforehand,
I took film classes at a community collage that I feel I got a lot out of.
But when I transferred to a state uni for game design, they more or less lied about what they offered at my campus. It was a glorified web design class, and was a total waste of time & money.
I've had mixed experiences with formal education.
Most of what I know was self-taught, but collage did expose me to things that are hard to pick up on your own, and it's good for meeting people.
Ether way, making and completing personal projects on your own and building up a portfolio is important.
Some fun in the dark. #gamedev
Here is some level concept art, I'm still working on making a full tileset based on it. #gamedev
Ay! I'm a gamedev making an RPG Platformer / VN Dating Sim called "Bito's Box Bash"
You play as Bito, a Boximp, who gets summoned by mortals to do whatever simple jobs they got (although it always seem to get out of hand)
The game is currently in development for PC and Switch.