By popular demand, figured how to properly put the sandy river banks (aka point bars) on the correct (inward) side of the river! Now the meandering looks even more realistic with no actual simulation 😎
#indiedev #gamedev #indiegames
Posts by Rune Skovbo Johansen
Vuntra City NPC Playtest
The signups for the NPC Playtest are now open! Sign up on the Steam page to get access: store.steampowered.com/app/2859220/...
And of course, join the Discord to give your feedback: discord.gg/UU3CbNnJDp
#indiegame
So I was trying to make the Earth round for funsies and...well I think I overdid it just a little bit
#indiedev #gamedev #indiegames #screenshotsaturday
Thanks! There’s only a small collection of tree models. But I guess at least in this video it doesn’t matter if you had to ask. :)
It’s meant to be a humanoid, though admittedly unrealistically fast-moving.
My previous game Eye of the Temple was a VR title. But this game (The Big Forest) was never intended for VR.
It's not a VR title. :)
Segmented cliff protruding out of a slanted forest.
Cliffs with bits of grass near a coast.
Thanks! Hmm, I do have an inspiration folder full of pictures, but this wasn't particularly inspired by any specific one, and doesn't quite look like any of them. Here's two with a bit similar features.
I'm afraid it's nowhere close to release, and I don't have a timeline. As for what the game will be like, I have a page with some information here:
runevision.com/multimedia/t...
Aerial view of terrain.
Here's an aerial view showing the terrain shape more clearly.
For my game's terrain, I've long mulled over how to combine the epicness of grand mountains with the "what's around the corner?" intrigue of smaller cliffs and hills.
After a lot of fiddling over the past two days, I think I may be onto something.
#GameDev #ProcGen
I've been looking forward to Gecko Gods by @inresin.bsky.social for a long time, and this launch trailer is breathtaking!
It's available now on Steam:
store.steampowered.com/app/1290760/...
Building some houses as time passes, in my upcoming relaxing building game 🌳🏡Island Architect🏡🌳
#wishlistwednesday #indiegamedev #cozygames
Turns out many people didn't know Apparance proc-gen is FULLY RUN-TIME! Got so many great comments after co-presenting a talk at Everything Procedural Conference last week about "Pattern Zero", a new FPS featuring novel destruction mechanics, from Backpain Games. :) #ProcGen #RunTime #GameDev
Haha, that’s really neat!
While not exactly the same as turning out to be wrong after thinking being right, it’s an example of being open about my limitations and the challenges I’m facing. Which feels equally natural to me as talking about my achievements.
Glad you found that helpful! A side note: if I recall correctly, the platform movement in VRPlatforms is more prone to give motion sickness than the platforms in Eye of the Temple, since the former spend more time accelerating rather than moving mostly linearly.
Thanks!
Here’s an example of a recent post of mine where I talk about my frustration with my own lacking insight and understanding on a particular subject:
mastodon.gamedev.place/@runevision/...
This is really cool! I remember thinking many years ago that I hoped the platform holders would introduce something like that (but at better quality).
I wonder if they tried, but never managed to reach a quality they thought consumers would be happy with.
I think I invented something. I believe this is possible on the Apple Vision Pro, but I haven't seen it done on the Meta Quest 3.
I've been calling it "Egocentric Masking," but that's a little self-centered. It's a way to see your actual body in VR, instead of a pair of floating ghost hands.
I may not be the best to advice since I have for whatever reason never suffered from impostor syndrome (I own my strengths and weaknesses) but I always hope for others that they can learn to not see being wrong as some kind of failure state. It's natural, and an opportunity.
Few things in gamedev are objectively right or wrong. Different devs at different levels and areas of experience sharing their experiences and insights is a beautiful thing. Sometimes it leads to interesting exchanges of views or tips; sometimes it becomes an opportunity for learning.
Indiana Jones and the Great Circle does something like this too.
But there’s something about worrying about cloning that feels like “then the terrorists won”. Bad analogy since they don’t gain from people stopping sharing stuff, but it still feels wrong to let our gamedev community of talking about what we’re up to suffer because of grifters.
I’m thinking now that perhaps being a cloning target is a sign of being headed towards success and that cloning will be an annoyance but won’t make or break your game. Whereas holding back on sharing what the game is about could hinder success (okay maybe not very likely).
Yeah. It just seems like what gets cloned are things that are either exceedingly simple conceptually OR the cloning is done by big companies that only want to clone things with huge mainstream mass appeal. Besides that, in all the cloning cases, haven’t the games themselves done well?
I don't play a lot of tactics games mind you, but one recent-ish I played, Tactical Breach Wizards, seems super tricky to copy the mechanics of, even for someone with full access to play and experiment with the game.
Your game is a tactics game right? If slop-copies of tactics game mechanics were an issue, wouldn't we be seeing slop-clones of popular tactics games by now? Or do you think they would *only* target games in development for some reason?
Nice, thanks for letting me know! I'll have a look when I get a chance.
Thanks, might take you up on that! I've attempted twice to get into it but had to give up. I hear things are improving fast though, so I'll give it another go sometime and note down any issues I find.