Testing some map reveal animations.
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Posts by FalseBracket
Thanks! I'm of course simplifying somewhat, but that was mostly out of a need to keep the CPU to Shader/SDF data conversion simple, for performance reasons in more complex areas. Maybe I'll do a proper breakdown if there's interest and I find the time. 😄
They are bounding boxes that get their edges smoothed within the shader. If I need more complex shapes, I use multiple smaller boxes. :)
Its almost entirely shader based! More specifically, each discoverable map section is defined as a Signed Distance Field and an Enum denoting its completeness. Then the shader interpolates between each area based on that.
Having so much fun making this map system. It's probably my favorite thing I've made this year. 🗺️
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Adding effects and animations to the map now. It's subtle, but they add so much atmosphere!
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Two more map mockups.
I wanted to expand on the the standard "fog of war" map feature, to show partially explored areas in a sketch/outlined style, then slowly transition these areas into full color as you complete them.
#gamedev #pixelart #ドット絵
Two more map mockups.
I wanted to expand on the the standard "fog of war" map feature, to show partially explored areas in a sketch/outlined style, then slowly transition these areas into full color as you complete them.
#gamedev #pixelart #ドット絵
Seems like its 100% unanimous for the isometric version! Thank you to everyone who gave feedback.
Makes complete sense, thanks for the insight!
Thanks! Is there any specific reason you prefer it?
Isometric version
Top-down version
Testing some in game map mockups. Which do you like better, the isometric or topdown version?
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Made him a bit more aggressive and this already feels so much better! This is probably some of my favorite music so far too.🐊
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I'd be honored. @falsebracket.bsky.social
Water shader go BRRR.
It gets worse when I tell you a good number of these nodes are subgraphs and custom hlsl blocks. I can't take a screenshot big enough. 😭
#gamedev #shaders
Converting some of my old 2D characters into a hybrid 3D style.
I tried to maintain the original style as much as possible. Some characters work better in 3D for gameplay reasons, but I wont be making all characters 3D due to time constraints (and because having both is kinda cool)
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Thanks, having the camera be dynamic in the way it prioritizes framing the environment, enemies, dialogue, etc, is a system that I've put a lot of time into. Particularly in stacking/blending the various situations. So its always great when people notice!
Thanks so much!
Hello Bluesky, for the past few years I've been quietly working on a combat focused action-adventure game about traveling between dimensions.
I'm the only one working on it (so my posts may be slow), but if this seems interesting to you, feel free to drop a follow. :)
#gamedev #pixelart #lowpoly