Advertisement · 728 × 90

Posts by Proof of Concept Bob

Yeah, but I would say that is a symptom not the cause. Certain things started leading to this, similar thing happened with music where indie is not indie anymore and now POV music is the new indie. All I’m saying is that it ain’t so simple imo. And Marvel is not being marketed as indie movies.

10 months ago 0 0 0 0

But also in how many walks of life solo or indie became sort of badge of honour. I’m just wondering if putting too much value on certain labels caused this issue. Don’t get me wrong, I agree with you but I’m trying to figure out why we are having this problem.

10 months ago 1 0 1 0

Time to start new tag #artisanalGame or something.

But also there are solo devs doing everything alone so are we also the bad guys here? Words are always for interpretation and meanings will change. I guess best thing is to do what you are doing and ignore labels.

10 months ago 1 0 1 0

Yeah it gets complicated, words start to loose meaning. What I would consider indie and what is called indie also differs.
Idk naming is hard and does/should it matter in the long run?
I’m guilty of using solo dev tag, but being solo is my choice and should it really influence how game is judged?

10 months ago 2 0 1 0

That’s such a cool idea! I love when indies collaborate. Even small things like the Stardew Valley card skin in Balatro put a smile on my face.
What you are describing sounds like a dream scenario to me.

10 months ago 2 0 1 0

Did I miss some kind of solo dev brouhaha while I was sleeping, or am I just imagining things?

10 months ago 1 0 1 0

So I just noticed that when I switch scenes, new button is missing its border. Not sure yet if my scene cleanup is overzealous or some layer shenanigans are happening. I’m not happy since I have no idea where to look.
Good job me, bug’s been there for two weeks
#devlog #solodev #gamedev #indiedev

10 months ago 4 2 0 0

Okay okay, I will remind you in few years ;D

10 months ago 1 0 0 0

Let me put it this way, my current little dream is to post “y’all I am making MTG by myself and it works” in a few weeks ;)

But also in general as a gamedev I love post mortems and I’m wondering if there are things you would do differently, with hindsight being 20/20.

10 months ago 3 0 1 0

I think it’s a good idea, leads to less noise. Unless cost of the card might be used after card ends up on the table like in some tcgs.
Hard to say without knowing the game more.

10 months ago 1 0 1 0
Advertisement

I will have to do something similar soon, any wise advice?

10 months ago 1 0 1 0

In this case I think that camera had great artistic vision. I love how eyes pop despite being out of focus, becoming even more of a subject in a way. Also it has strong “I was enjoying summer day, woke up from a nap and this amazing creature is what I saw” vibe. I want it on my wall!

10 months ago 0 0 0 0
Post image Post image

As part of my move to C#, I bumped tile resolution from 90x45 to 160x90. Just updated my mockups and I'm SO happy with this choice! Finally have enough space to make the game I actually want.

#devlog #solodev #indiedev #gamedev

10 months ago 9 3 0 0
Video

It looks rather underwhelming, but my engine finally has concept of scenes. First time I had to design something like this, so the system is held up with bubblegum and optimism... but it WORKS!
Time to implement card game mechanics in this card game.
#devlog #solodev #indiegame #gamedev #monogame

10 months ago 10 4 0 0

Obviously I don’t recommend it to do this as is for teams, but for solo dev it works. And it is closer to how git was meant to be used.

10 months ago 1 0 0 0

That was my worry also, but I quickly started using one commit per future and amending “current” commit as a checkpoint system of sorts. When I start working on a task I create a commit and go from there. I did lot of work on my engine and have 5-7 commits.

10 months ago 1 0 1 0

I just use git and really short text file for managing my project. 3-5 tasks in the file at a time and commits that are big enough to be easily identifiable as whole “thing I did”.

10 months ago 1 0 1 0

I started working on a scene system in my engine.
I've got to admit that "everything is an entity" part of ECS is breaking my brain right now. On one hand, it feels obvious and natural, but designing all the needed components is a mental marathon.

#gamedev #indiedev #solodev #devlog

10 months ago 6 2 0 0

I’m a big fan of tactical fps
sneaking thru corridors and out of nowhere emptying half of your magazine in the back of teammate in front of you out of nowhere…. Let’s just say it stops being funny after 10th time

10 months ago 1 0 1 0
Video

Holy mackerel! It works!! Two days of coding and it works on the first try!!!
Now to quickly follow up with clicking and I can consider the input system done (for now at least)

#devlog #solodev #indiedev #gamedev #monogame

10 months ago 7 3 0 0
Advertisement

Any big rework like that isn't underwhelming, especially when the performance improvements are this significant! Improved performance and better memory efficiency are huge wins. Amazing job!

10 months ago 1 0 0 0

There is something magical about coding in the subway while listening to the Matrix soundtrack.

My inner kid ain't dead

#gamedev #indiedev

10 months ago 9 2 0 0

Why this input system is so hard to implement? I implemented stuff like that many times, but this one is pure struggle. Not sure if this is one of those days or I don’t enjoy this type of logic so much… anyways I think mouse support will be enough for now 😅

#devlog #indiedev #solodev #gamedev

10 months ago 6 2 0 0

Monogame for this one. I used raylib with C in the past.

10 months ago 2 0 0 0
Post image

And we have colours!
I still have some kinks to work out, but progress is progress. A few hours ago, magenta was the only colour my engine knew.
Such a great feeling!

#solodev #devlog #indiedev #gamedev

10 months ago 5 3 2 0

I don't regret my short adventure with Lua. It was super fun to work with this amazing language and Love2D. If I had to point to the biggest reason behind my switch to C# I'd say types... I like compiler telling me I'm an idiot trying to pass an array as an int. 😅 #devlog #solodev #indiedev #gamedev

10 months ago 7 2 0 0
Post image

Taking things slow due to insomnia issues, but progress continues! After some soul searching and a few soul-crushing Lua related bugs, I switched to C# and MonoGame.
Getting close to recreating all my engine functionality!
#devlog #solodev #indiedev #gamedev

10 months ago 7 2 0 0

Love your game, but don't let that love blind you.

You need to be able to disconnect emotionally from it.

This helps massively when taking on feedback and changing course if things aren't feeling right.

It's obvious, but not easy as with most things in this world

#gamedev #indiedev #indiegamedev

11 months ago 28 7 4 2

I love the art style!

Why did you choose to post devlogs on steam instead of your own website. or some other place?

11 months ago 1 0 1 0
Advertisement
Video

It took much longer than expected... but I am slowly adding things to the project. I spent two days trying to figure out why the logs to card details switch wasn't happening. Issue was caused by lack of type system in LUA... I like this language, but sometimes...
#devlog #gamedev #solodev #indiedev

11 months ago 9 2 1 0