Avoiding true one-way tiles in #untarctica as a nod to Super Metroid.
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Posts by UntarcticaGame
In #untarctica, some doors require all buttons to be pushed at the same time
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yeah, there isn't :\
Oh, thank you so much for saying this! @hexanyives.bsky.social is to blame for all this juice. Both the frame-by-frame explosion and the sfx are spot on
#untarctica emulates melee attacks by having enemies that can only be defeated with a point-blank shotgun hit
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If you time well, you can chain several [ground pound] -> [recoil-dash] -> [double jump] and cross even wider gaps. (obviously not mandatory anywhere in the game)
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yay, victory! Thank you for thos valuable two cents, and hope you do great at your big demo tomorrow
Indeed snappier! I ran across a small complication, bc, by design, this state can be recalled from itself by button-mashing. That was causing the "new" animation to appear stuck in the first frame. I then made a second animation that only plays if you enter this state from itself (right wall).
Thank you for the dossier. I got what you mean, i think. Will try killing some of those BILLION initial frames before the animation reaches the key pose and record a video for you.
The "rambling" just made it evne more entertaining btw.
thank you so much for saying this. There's still so much to be done on this game, reading this really makes the journey a lot more enjoyable. Regarding the wall-climb animation, do you have any example (either some other games, or a napkin drawing) of what you'd suggest?
#Untarctica oddity #2: you can stick to walls indefinitely, with no slide. Also, "wall jump" and "wall climb" are two different states
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Looting random junk. (Player character is still a blue creature for now)
#WIP #Godot #RPG #Lowpoly #Gamedev #Indiedev
Glad you also value that! Got this from meat boy and VVVVVV. Iit kinda feels like learning an instrument by focused repetition. It allows for a more demanding skill floor, prevents players from having to re-do parts they already beat, and its also way more satisfying to see the progress
#Untarctica oddity #1: Instant respawn after death; invisible checkpoints everywhere; no "lives"
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A 3-state combo to clear large gaps that uses a wall jump at the start
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kaizo*
Its way easier to locate the fun -- in this case by trying to make a kayzo level with your game elements -- than to craft it from ground up.
Thank you! Wanna give it a go? we have a demo on itch (soon making the steam page also).
untarctica.itch.io/demo
i sometimes do it the other way around: i make the enemy i'm testing basically impossibly hard (fast, tough, nasty) and then see what kinds of player actions i, as a player, end up using to try to survive the encounter. Then i go back and fine tune the challenge.
Oh, 2d plats are very consuming to develop. Reenforcing a "fun zone" mechanics is hard on itself, but when the game aims to have several competing ones, if becomes kinda exponentially harder to make content. Its disheartening when an enemy works great with gameplay "a" but then breaks gameplay "b".
What kind of game are you developing in the back burner?
That’s probably the best thing a game designer can hear about their game — thank you so much, Eric!
For Untarctica, we’re going with a slower walk speed and keeping the agility for more deliberate acrobatic combos, kind of what Mario 64 does i think. I can post more about that if it’s interesting!
Thank you so much! We indeed have a demo, and would be super cool to watch you give it a go live for charity!
untarctica.itch.io/demo
Let me know the stream schedule and address then!
Screenshot of a WIP outdoors map: foggy cliffside area with broken staircase and a cobblestone road leading from the cave's entrance, to a rocky outcrop. The blue creature illuminates the scene with a yellow-green light.
Screenshot of a WIP outdoors map: a cliffside area atop the previous one. Thick vegetation and dead trees block the path to the right. In the background, there are stone cauldron torches, burning with a light blue flame; a crucifix, and some more wooden stakes. The blue creature is hiding in the bushes, quite poorly.
Some more WIP stuff.
Testing out LightmapGI and making some janky trees and psx style, cardboard cutout bushes.
Please, ignore the blue creature. (I haven't made a character model, yet.)
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You can jump again during the recoil-dash window (hero becomes red)
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Is there a good genre name for 2D platformers with a bunch of bullets on screen?
Technically it's not quite a "bullet hell" like Touhou or Ikaruga.
Would it still make sense to use #bullethell as a Steam tag anyway?
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It behaves internally like a ledge-climb assist, aligning the character to the top of the block they're pushing against -- in code we even call this state "vaulting". But we're not making any ledge-grab animations especifically for it, so its analogous to a quick ledge-climb, but without the looks.
Here are some of the character state changes involved in crossing this small pool.
The most novel one being the recoil-dash, during which you can perform a double jump
#Untarctica #IndieGame #IndieDev #GameDev #PixelArt #GodotEngine #DevLog
Excellent little project from the very same @hexanyives.bsky.social behind all the awesome graphics/writing/sfx in #untarctica
bsky.app/profile/hexa...
So #trailerTuesday huh?
(still trying to get the hang of this social media everybody is talking about)