Quick Elevated Arcana dev update:
New Skybox, New Map nodes, who dis?
Many QOL improvements set up for the next release. Currently working on procedurally generated expeditions
P.S. Why are Cubemaps so hard?
#gamedev #indiedev #bevy #iosgaming #ios #games #mobilegames #hashtag #fyp ?
Posts by Cayle
- Added 4 new metaprogression nodes
- Added better objective indicators in HUD
- Rewrote particle effects to be slightly more performant (Mostly a migration)
- Bits collect much faster & Freeze in place while levelling
- Physics now pause on levelling
- Rerolls are now limited to 3 per game
- Fixed an issue where the map would sometimes zoom way out when launching the EC
- Fixed an issue where the EC Ship marker wouldn't despawn when going to Aetherloom
Changes:
- Migrated to Bevy 0.16, should have about 30% improved performance
- Fixed Stuttering Camera when you first get to embarkation cradle
- Fixed HP Regen causing health readout to have decimal places
- Various improvements to Pausing the Game/Time when leveling
Elevated Arcana Beta 1.4 is out for review on testflight!
Mostly migrating to #bevy 0.16 there's a lot of fixes and small QOL improvements for objective indicators
Up Next:
- Procedurally Generated Expeditions
- Multi-Node Travel & Portal Nodes
- Improvements to HUD/Level UI
#gamedev #indiedev
I'm in the middle of updating to bevy 0.16, but to tide you over here's some footage from an 'Extreme' mission earlier this week. Needs just a little tuning :)
#rust #bevy #gamedev #indiedev
Slightly More Detailed Patch Notes:
Significantly Lessened Difficulty
Added difficulties (Easy, Medium .. Extreme etc.)
Added Embarkation Cradle / Expedition Map
First pass on different game objectives
Games Save Again
Fixed missile pathfinding
Camera Improvements
Elevated Arcana's April Update has just dropped for Testflight! Check it out here:
testflight.apple.com/join/vU0TR09Q
This update showcases a first pass at the 'Embarkation Cradle', the map from which you launch missions and navigate the Aether
#bevy #indiedev #rust #gamedev #ios #mobilegaming
Bevy 0.16 is out now! It features GPU-Driven Rendering, Procedural Atmospheric Scattering, Decals, Occlusion Culling, Relationships, Better Spawning, Unified Error Handling, `no_std`, Faster Transform Propagation, and more!
bevyengine.org/news/bevy-0-...
Thanks! That means a ton, it took a lot of tuning to get it feeling right :)
Slow and steady progress
- Added Fractured Arenas for map nodes not yet completed
- Add some scenery
- Added connection rendering between nodes
- Added Win/Lose Conditions for games + different game modes
Up next: The pleasure of untangling and rewriting our save system
#bevy #gamedev #indiedev
Okay! Been a while since the last Elevated Arcana Update!
What's new:
- Got married so my dog now has a maternal figure in her life
- Been working on the expedition / map view, feels about... 51% done. Gotta polish.
Up next:
- Fixing Game Saves
- Balancing Release!
#indiedev #gamedev #bevy #rust
I played around with that quite a bit this same day with not very great results. You're still doing a time consuming recompile vs. <1 second hot reload.
This is a guide for the tool I used. I was able to get it to work, but there were so many caveats with a #bevy app it didn't end up being useful
It’s available in a fork to the bevy_vector_shapes library right now.
If you’re oxidized, You can clone that, then run
‘Cargo run —examples asset_example —features asset’
I may make a standalone binary with png export if there’s interest though!
You ever get so annoyed with constantly recompiling #rust that you implement a pseudo scripting language as a #bevy asset with hot reloading? Maybe just a #gamedev thing.
I think it might actually be turing complete-there's if statements, looping, and variables
Using this to make icons
#indiedev
"Do game genres tend to use specific colors in their capsules?". 🤔 This was the question on my mind today.
Started with the top 50 games tagged with "Indie" and "Action". What should be the next genre/tag we should look at next?
#gamedev #gameart #gamedesign #python
Elevated Arcana Day 18:
- Built out the controls for navigating the 'Aetherloom', our metaprogression system
- Lots of tweaks to various UI elements + Added Tweens
Next:
- Finish the MP Node UI (bottom)
- Implement Purchasing Nodes
- Build out *actual* metaprogression upgrades
#bevy #rust #indiedev
Bonus Update!
Got the models imported and spawned in game - next step is to associate each metaprogression track with their specific nodes
This vid is 30 upgrade path placeholders
Users will 'pan' the sphere around and the UI will update to reflect the nearest node
#bevy #rust #gamedev #indiedev
Elevated Arcana Day 14:
Here's the mockup & Blender blockout for the metaprogression interface in Elevated Arcana - between stages spend currency earned during runs to permanently upgrade your tower
Next few days will be spent getting this in game
#indiedev #gamedev #bevy #gamedesign #toomuchbloom
Been posting a lot about Elevated Arcana lately without actually telling anyone what the game's about.
You're a sorcerer marooned on the tides of the Aether - Combine the four elements to cast spells, gather resources and build your citadel!
#bevy #gamedev #rust #indiedev
New Testflight build of Elevated Arcana released!
Check it out now on iOS:
testflight.apple.com/join/vU0TR09Q
#bevy #gamedev #indiedev #rust #mobilegames #ios
Elevated Arcana Devlog Day 8:
- Updated In Game HUD with Draft
- Updated Tab Navigator In Aethercraft menu with new buttons
- Fixed many bugs around time/levelling
- Fixed bugs with available relic selections
Planning on getting a new Testflight release out tonight!
#bevy #indiedev #gamedev #rust
Mockup for the new In-Game Hud - might get it done in time for tonight's release
Trying to maximize the 'viewable' portion of the world - but will probably need to re-add pinch-zoom so players can view the whole arena
#indiedev #bevy #gamedev #gamedesign
Hiding the status bar in my mobile game feels like that thing casinos do where there's no windows or clocks in the room - I promise I just need the screen real estate 😭
The second and fourth items are more difficult so I'm bumping them to $100 USD, the 1st & 3rd I'm pulling down to $50 - there's already a fix for the third one in the works:
github.com/gfx-rs/wgpu/...
Elevated Arcana Devlog Day 6:
- Implemented Skip + ReRoll buttons (lvling)
- All spells unlocked by default
- Bosses drop anima/xp
- Updated buttons to reflect Disabled/Active state
Next:
- Rebuild In Game HUD
- Bug Fixes
- Testflight Release Monday!
#bevy #rust #indiedev #gamedev
Got a few #bevy bounties I'm putting out there for issues that have been annoying me lately:
$100 USD - github.com/bevyengine/b...
$50 USD - github.com/bevyengine/b...
$100 USD - github.com/bevyengine/b...
$50 USD - github.com/bevyengine/b...
Payout via Zelle/Paypal when a solution is merged
Elevated Arcana Devlog Day 4:
- Built Level Screen Outro
- Implemented Manifest Relic Button
- Added Dev Console command to list all owned relics
- Revisited Relic Selection logic to correctly account for prerequisites
Up Next:
- Implement Skip/Re-Roll buttons
#bevy #rust #gamedev #indiedev