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Posts by Mark Brand

MacOS, but seeing these replies I guess I'm the only one

2 weeks ago 0 0 0 0

Incredible work!

4 months ago 0 0 0 0

Welp, I’m in awe of your arts :)

5 months ago 1 0 1 0

What is this black magic?

5 months ago 1 0 1 0

Almost there! Just need a way to build trains to connect mines and power stations… just kidding, amazing work!

6 months ago 2 0 0 0

💾

9 months ago 0 0 0 0

What is this black magic?! Very cool

10 months ago 4 0 0 0

I’m 15 years in. The ‘Wait, what?’ Doesn’t go away

11 months ago 1 0 1 0

Everytime I see your project I'm like: This looks so much fun to work on.

11 months ago 1 0 0 0

But then again, nothing is set in stone yet. This is all a learning project for me. I'm a webdev by trade, and my main focus now is to make something playable which isn't a tutorial :)

1 year ago 0 0 0 0
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The main game loop idea is that you fly your ship from dock to dock. After you land you plan your route to the next dock, a map will reveal several options. Obviously there will be rewards big or small depending on how far/dangerous the route is that you're gonna pick.

1 year ago 0 0 1 0
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Added a dock! When the player is near enough they can press "land" and the ship goes into a docking state and lands nicely in the center.

#gamedev #godot

1 year ago 24 3 0 0

Pigsel art, nice

1 year ago 1 0 1 0

We don’t do bugs here, only happy features 🖌️

1 year ago 0 0 0 0

Very inspiring

1 year ago 0 0 0 0

I'm not a bird guy, but I might become one. Also pixeling those birds must be very meditative.

1 year ago 0 0 0 0

Haha looks great! This is one of those features, that when testing productivity goes out the window. It'll take up the rest of the day just "testing".

1 year ago 2 0 1 0

Has a lucasarts point n click vibe! Am I close?

1 year ago 0 0 1 0

I love this kind of approach. Tutorials should be a last resort imho. Learn by actually playing the game.

1 year ago 1 0 1 0
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Updated the WFC algorithm so that it uses the godots native probability setting in the tileset. Also, created my own isometric tiles which is more satisfying.

#godot #procgen #wfc #gamedev

1 year ago 9 0 0 0

Having multiple floors to explore does sound nice indeed. Also I don’t think it looks that bad or weird actually like you said. It is hard to see if there are multiple floors though.

1 year ago 1 0 1 0

Don’t give up yet, I think you could make this work if the second layer has smaller or more narrow elements so that there is less overlap. From this restriction comes a purpose too, like a shield battery, Weapon module, stealth module…

1 year ago 1 0 1 0
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Finally got around to separate generation into chunks, so I can potentially generate much larger maps with rules that don't always collapse. Previously it would restart the complete grid, now it only needs to restart the wrong chunk.

1 year ago 5 0 0 0

Now it just needs a Draracle

1 year ago 0 0 0 0

Wish listed it right away!

1 year ago 1 0 1 0

This looks polished af!

1 year ago 2 0 1 0

Yes! So much yes! Sometimes I say: you know this is a nice game, it could be better though, if it had goblins instead of birds/trains/soldiers/…

1 year ago 1 0 0 0
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Congratulations dude! Did you work on it full-time?

1 year ago 1 0 1 0

Wow, just a patch version. Ever found out why it happened?

1 year ago 1 0 1 0

Am chill, and again I agree.

1 year ago 0 0 0 0