Playing around with #Unity new graph toolkit stuff to build out a tool for defining my 'expeditions' (choose your own adventure type system). Seems pretty good, but missing a fair bit at the moment. Hopefully 6.4 sorts a lot of it out.
Posts by Elliott Ayling | The Fire Must Grow 🔥
Happy to say that The Fire Must Grow🔥 is taking place in the #MidwinterSpirits steam event! ❄️
A great celebration of current and upcoming games that celebrate the cosy start of winter!
Check out the sale page!
store.steampowered.com/curator/4412...
Thanks
@IvyJuiceGames
Keep your villagers safe from the terrors that lie beyond the light. #screenshotsaturday
New game! The Fire Must Grow.
A hex-based horror city builder.
🏘️Grow your village.
🔥Tend the flame.
💀Sacrifice your villagers.
👹Meet strange people and creatures.
Coming soon! Wishlist on #Steam !
#gaming #horrorgame #indiegame
Devil's Derby is currently just £4.12 in the Steam Autumn sale!
store.steampowered.com/app/3121580
#indiegame
Damn, everybody trying to buy Devil's Derby today have crashed Steam. Crazy stuff. Guess I'll play #Silksong instead.
This game is over 10 years old. Still looks amazing. Arkham Knight.
Added a table UI class. Supports dynamic column/row changes and sorting. Editor and runtime support. Here it is tracking total existing resources. Will help me add various stats windows. Quite neat.
#gamedev #madeinunity
Basic farming system done (sped up). Villager plants/maintains/harvests crops. Crop can fail, be affected by weather, temperature etc, which can effect final yield. Needs some UI, but quite happy at the moment
#gamedev #madewithunity
Just updated this and my resource system to use "IResourceAttribute". Effectively means I now raise request for any attributes (IsEdible, IsBurnable etc) rather than specific resources. Resource itself is a IResourceAttribute though, so you can still do that. Much more flexible. #gamedev
I wrote up how I designed my logistics system in my next game.
It's not a complete in depth post, but just a general overview of how it works at the moment, and the classes/objects that it uses. Hope it is helpful to some people.
#gamedev #madeinunity
Reworking my logistical system right now- easily the most complex part of the code so far. It gets complicated fast. Have to be strict with your abstractions, and don't design yourself in a corner with no room to expand. Lots of edge cases! Might do a little write up when I'm happy with it #gamedev
Devil's Derby is 20% off in the Steam Summer Sale! Give it a go if you like fast paced shooters.
#indiegames #steam #fpsgames
Some early WIP of UI/gameplay. #gamedev #madewithunity #indiegame
Swear 50% of #gamedev time is just save/load edge case bugs and UI fiddling. Losing my mind.
Happy with this at the moment, some optimisations to do still. Hope to share more about the game when I can! Thanks for reading!
This gives us the lightmap value! If this is above 0 we just use that, if not we fallback to the regular lighting value. This gives nice separation of areas, a nice falloff into darkness, and also allows partial lit areas to create fully lit areas. Very good.
Shaders to the rescue though! I create a 1D texture of the lightmap values. I already have a way to give each hex a unique ID in range 0-numberOfHexes so mapping each hexes lightmap value to a texture was simple. Then in shader, we calculate the fragments hex, and ID, then map to UV.
But the main con for this actually is I want partially lit areas to be able to merge into a fully lit hex, if their lightmap value reaches a certain threshold, and this can't do that easily. In fact it doesn't read the lightmap value at all- just mimics the area of it. So not the solution.