Posts by Studio Sunshower
Low_Poly_Nil Model Attempt
from @studiosunshower.com 's Cornucopia
www.studiosunshower.com
#blender #3dmodeling #lowpoly #furry #gamedev
Using a combination of LUTs and tweaks to world brightness, contrast, and saturation to handle independent, real-time transitions between weather events and time of day. Audio is dynamic, too.
Gonna pull back a bit on the saturation during weather, but I'm pleased, overall. #godot #gamedev
Started implementing spell mutators today! Mutators are extra effects that can change the way a spell works. It can be subtle, or not so subtle.
Today let's demonstrate modifying the Cone spell to utilize the "Prismatic" mutator, which will randomize the element of each shot!
#gamedev #godot
As a consequence of adding critical hits as my next spell effect, I finally put damage numbers in the game. Quite pleased with the result!
#godot #gamedev
Today's work. I added the "Charge" mutator to spells. If the player charges up their basic slash and then tries to cast a spell, you'll cast a powered-up version of it!
I think I'm going to have to remove the damage cap for this game; I suspect players will reach it too easily... ๐ฆ
#gamedev #godot
Jinx spell complete. This one took a bit, as there are six different possible outcomes:
- 3 Stars (fullscreen attack)
- 3 Diamonds (healing)
- 3 Skulls(enemy)(instant kill)
- 3 Skulls(boss)(4x damage)
- Fail to match (1x damage)
- Exceed max # active targets (1 unavoidable damage)
#godot #gamedev
Spell Name: Ablation
Cast Type: Flotilla
Like every spell, the player can customize the various attributes of Flotilla to alter the projectile speed, spawn rate, number of knives, and so on.
This was a fun one to make. Just aim, then release the spell to unleash the knives.
#gamedev #godot
Introducing the Moledrake enemy! This sassy little yam loves to hide among the plants and ambush foes with a piercing shriek.
Wonderful pixel art by @vnitti.bsky.social, original design by @iffykins.bsky.social
#gamedev
Moledrake - despite their disruptive nature some purposefully cultivate them as guards citing "their bark is worse than any bite"
( concept art for Coruncopia @studiosunshower.bsky.social )
In Coruncopia, the player can modify any spell they find, including the element. Behold the Cube spell, which simply summons a cube that can be pushed around, used to block attacks, and even detonated to produce an explosion.
Every spell in the game has a unique appearance per element! #gamedev
This week marks one year of developing Coruncopia on the Godot Engine! #Godot #GodotEngine #gamedev
Ah, please excuse the audio in the video. ๐ฆ That was some work music from a game called The Last Blade II. A wonderful SNK title; you should play it.
ใณใขใทในใใ ใ ใพใใพใไฝๆใใใใใใใคใใฎในใใผใธใไฝใใพใใใ
ๅฐใใชใใฌใใฅใผใใๆฅฝใใฟใใ ใใใ
We've been working hard on a lot of the main systems (not quite so flashy), but also developing some of the environments as well (appropriately flashy).
Please enjoy this humble taste. #godot #gamedev #pixelart #ใใใ
Soon we'll have video on here, right? Anyway, in the meantime, come hang out on stream while we do game development! www.twitch.tv/phanterm_
There's tons of stuff I'd love to show regarding game progress updates, but Bluesky still doesn't support videos or GIFs yet.
But that's okay.
Based on what the platform is trying to do, I think Federation (if well executed) should take higher priority. I don't want to migrate platforms again...
The stress testing, ehhh, it is not so stressful, actually!
Made all the fun logic for collisions and attacks working; and Godot runs pretty smoothly given how complex these enemy node groups are.
An anthropomorphic white shepherd dog in a pink cowl and hood, brown gloves, and grey pants. He looks angy, but he just has resting lich face.
BONUS: I want to keep most of the assets close to our chest and not reveal everything, but here's Nil.
He's a type of druid called an Almanactor who has protected Coruncopia since it was created. He's cold, grim, wields godlike power, and is our main character players will control.
a picture of testing damage systems in a debug room in our old Unity build.
Wrapping up, once we have that vertical slice, not only will we be distributing that for free, but we'll be using it to secure additional funding (in whatever fashion that may be).
Until then, it's back to the debug room for us!
Style mockups by deryk buckareff
Anyway, we're approaching the point where, once we're back to parity with our old Unity build, we'll have enough saved up to do another round of assets, which we hope to be enough to get us to the end of the vertical slice.
We *do* have some assets, by the way...
Having to switch engines at this point in development is indeed a massive headache, but because of how we've developed the game, this only means converting all of our C#. Had we been less disciplined in our approach, it could have been a total nightmare.
Godot is really nice, by the way.
Writing contracts that are fair, following our own rules for work/life balance, creating and maintaining an image; a brand, and then projecting it.
The amount of work that goes into this -- if you want to do it right -- is truly staggering for a small team. But we believe we're doing it right.
In this industry, preserving a project's design throughout production is of paramount importance to us. Half the project had been developing the game, but the other half has been spent learning how to run a studio.
So as you might expect, lack of funding is a momentum-killer for what is supposed to be a vertical slice; a polished, feature-complete glimpse into a hypothetically larger game.
But hey, them's the breaks. This was never an unknown for us going in.
Coruncopia (which is the correct spelling, not "Cornucopia") is a self-funded project at the moment. Initial budget was barely shoestring, and currently getting a trickle that periodically results in us getting to bring folks onto development for a time.
We began the project in Unity, which, frankly was terrible for the kind of game we were making, but that's a different thread. But for the entirety of development, we kept everything within a debug room and worked on creating and refining the kinds of complex systems you'd expect from an action RPG.