Game development
Posts by Zinnia Games
Been working on a 3D Platformer in collaboration with @nexusoddity.bsky.social #indiedev #gamedev #godot
Not dead yet
Sure did nothing this month
Sure did nothing this week.
A new Friday Tiding is up, this one goes over the reusable system I have created for the enemies that appear in Skag Malibu.
zinniagames.com/the-friday-t...
#indiedev #indiegames #gamedev #godot #platformer #blog #devlog
Hitting a clip on this Vortex. Got all the enemies from Skag Malibu's first demo reimplemented now.
#indiedev #indiegames #gamedev #godot #platformer
The Mitten is back, an enemy who will chase the player to the end of the earth to slap the back of your head.
#indiedev #indiegames #gamedev #godot #platformer
The state machine continues, as about half of the code and structure of this Bogey comes from the work I already did on the Hoppy enemy previously.
#indiedev #indiegames #gamedev #godot #platformer
Reimplementing enemies, but in a much smarter way. Working on a single reusable state machine that can power every enemy in Skag Malibu.
#indiedev #indiegames #gamedev #godot #platformer
The first Friday Tiding in a good while is now up, this one goes through my future plans for the new iteration of Skag Malibu
zinniagames.com/the-friday-t...
#indiedev #gamedev #indiegames #blog #devlog #godot #platformer
Level checkpoints and completion has been added to the new version. This iteration of Skag Malibu is now technically a playable game.
#indiedev #indiegames #gamedev #godot #platformer
You can now die a painful and horrifically violent death in the new version of Skag Malibu
#indiedev #indiegames #gamedev #godot #platformer
Reimplemented the world map system and level loading. The world map is going to be simplified into just moving between level locations rather than having any sort of free roaming like the old version of Skag Malibu.
#indiedev #indiegames #gamedev #godot #platformer
Got the Helix powerup reimplemented. Works almost the exact same as it did in the old version of the game.
#indiedev #indiegames #gamedev #godot #platformer
Reimplemented the Glide powerup. Not sure if I plan on keeping the others currently.
#indiedev #indiegames #gamedev #godot #platformer
Moving the display of a player's powerup in the new Skag Malibu to their sprite instead of a HUD element. Diagetic info is cool but it can be hard to display in 2D games sometimes.
#indiedev #indiegames #gamedev #godot #platformer
Crouching is back. You can't crawl on the ground anymore, but I did had the ability to jump around if the player somehow got stuck in a small gap.
#indiedev #indiegames #gamedev #godot #platformer
Got the pounce added back in. The only part of basic movement left to get in now is crouching.
#indiedev #indiegames #gamedev #godot #platformer
Started work on the new iteration of Skag Malibu. I've implement the basic walking and jumping around once more.
#indiedev #gamedev #indiegames #godot #platformer
New blog post up, going over the future of Skag Malibu
zinniagames.com/retool/
#indiedev #gamedev #indiegames #godot #blog #devlog
The worst part of solodev is that if you end up going on an extended art journey nothing else gets done.
Moving on from random blocks to test out movements mechanics into actual level prototypes. This is the first draft of what will hopefully be the introductory level.
#indiedev #gamedev #indiegames #godot #3d #platformer
Made a nighttime skybox.
#indiedev #gamedev #indiegames #godot #3d #platformer #art
Fun fact: I didn't want the skybox to be noticeably blurry ingame, and I found the lowest resolution I could achieve that with was 8192x4096 pixels. This skybox is about 35 megabytes in its raw PNG file.
Experimenting with a somewhat unique artstyle and skybox painting for the current project.
#indiedev #gamedev #indiegames #godot #3d #platformer #art
My rocks are quickly evolving in quality
#indiedev #gamedev #indiegames #godot #3d #platformer #blender
I have increased my Blender skills enough to make rocks
#indiedev #gamedev #indiegames #godot #3d #platformer #blender