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Posts by Jason

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Finally got round to giving the blackjack dealer some clothes and a (temporary) hairstyle #gamedev #godot #screenshotsaturday

1 week ago 9 3 0 0

Twinkle twinkle little star 🎶⭐ Adding a basic open/close hand animation for the card dealing #gamedev #indiedev #indiegame

1 month ago 9 2 0 0
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Here is an earlier version which I enjoyed but I forgot to save the texture in Blender because I had no idea what I was doing.

1 month ago 0 1 0 0

No that isn't the final dealer mesh. Or it might be one of a set, this one has kind of grown on me.

1 month ago 0 0 1 0

I also use LookAtModifier3D and CopyTransformModifier3D to create the lean and twist effect by moving and rotating their target based on the positioning of the hands. The head can move using a LookAtModifier3D too.

1 month ago 0 0 0 0

I use TwoBoneIK3D for each of the arms with CopyTransformModifier3D to control hand rotation. Originally I tried this with CCDIK3D but the elbow was sometimes bending backwards in a painful looking way, TwoBoneIK3D solved this by allowing me to to specify a "pole" for the elbow bend

1 month ago 0 0 1 0
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After pausing effort on my previous game I started work on this new game which basically blackjack but with a bit of a twist. Recently I've been working on my dealer movement using the new IK functionality in #godot 4.6 #gamedev #indiedev #indiegame

1 month ago 11 3 2 1
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It would be easy to look back on this as a bit of a waste of time as it didn’t result in publishing my first game like I wanted but I think I can be pretty positive about it because I learned a lot about #gamedev from the project

2 months ago 6 0 0 0

My current project is definitely much smaller than this one, and I'm determined to have it published in some form in 2026.

2 months ago 0 0 0 0

As it turned out it was the environment and world design work which was taking up all of the time. I had imagined these rich and varied levels but I told myself that it wouldn't be too much work because "the ship is just flying past quickly anyway so I don't need too much detail"

2 months ago 0 0 1 0

It's a good lesson for me though. I chose this idea specifically because I thought a rails shooter would be "smaller" than my other game ideas. Smaller because it was mechanically simple, less 3D animation, less story writing, and naively I thought less environmental work.

2 months ago 0 0 1 0

I actually think I realised this earlier in development but I was determined to see it through an publish a game. It was going to take me 6+ months to finish this one level and I had a target of building 12-15 levels for the game all with varied environments and little reusability.

2 months ago 0 0 1 0

I spent every evening for a couple of months building out the first level alongside my day job as a software developer. Progress was slow and steady, but I eventually realised it was going to take several more months just to finish this one level.

2 months ago 0 0 1 0

It's been a while since I posted about this. I actually decided to put this game on hold because it was simply going to take too long to build the game I wanted to make. I have other stuff I'm working now which I'll be sharing soon

2 months ago 0 0 1 1
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This was driving me nuts

2 months ago 0 0 0 0

Those are some hardcore ads on your site. Is there any content to go with them?

7 months ago 0 0 0 0

£0 in N. Ireland lol

7 months ago 0 0 1 0
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Manually placing buildings for my city level felt like a lot of work so I created a custom editor instead which can randomly place them for me. Now I smash "Randomize Seed" until I get a layout I'm happy with #gamedev #indiedev #indiegame

8 months ago 11 4 0 1
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Here's a really minor update to improve the aiming and lock-on targets. It's much less jarring than the earlier prototype version #gamedev #indiedev

11 months ago 17 4 1 0

Here is the missile system in my #indiegame with added missile trails and explosion effects #gamedev #indiedev

1 year ago 24 4 0 0

Thanks, this is being built in Unity

1 year ago 0 0 0 0
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What I do now is generate some splines with three points (start, mid, end/target) and have the missile follow this. When doing this I have some parameters to control the "fan out" of the missile paths but also can add some random jitter if I want.

1 year ago 1 0 0 0

I had originally tried to use some of my steering behaviour implementations to have missiles dynamically seek their locked targets but the missiles would sometimes miss unless I allowed them to turn at extreme angles. Since this is supposed to have an arcade feel, I didn't want them to ever miss

1 year ago 0 0 1 0
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It's been a while since I posted about my #indiegame but here is a work in progress for target lock for missiles (complete with debug overlays so you can see what is happening) #screenshotsaturday #gamedev

1 year ago 18 4 3 1

Moving this into the game has been slow progress with lots of tweaking of behaviour settings. Gradually coming together but it's hard to actually figure out how aggressively the enemies should move without having some semblance of an actual level so I might do that next #gamdev #indiedev

1 year ago 3 1 0 0

I was hoping to complete the gameplay loop of my game by the end of the month but instead I started a new farm on Stardew Valley #gamedev

1 year ago 3 0 1 0

so I keep telling myself lol

1 year ago 1 0 1 0

calling all developers, if u have a steam page, itchio page or what ever .

please link your games, that way we can check out your work and increase your wishlists ^^

#indiedevelopers #indiedevs #indiegames

retweets appreciated , help gain exposure to developers

1 year ago 104 28 38 6

If only my game had a) a name and b) an actual gameplay loop then I would have a page up 😂

1 year ago 1 0 1 0