A bit of an update on the 8ball game I'm working on. A new enemy - which made the minefield level way harder and way more fun. Just pure chaos.
#gamedev #indie #game
Posts by CabalCrow
Working on a project with a friend, which eventually evolved into superhot 8ball and the game is already making me sweat :D
#gamedev #indie #game
Worked on a new #ambient. This time I experimented with sequences and a beat.
#music #electronic
youtu.be/GF8Yyap6FcM?...
Old free improvisation of mine. Has some cool ideas no super clean.
#music #improvisation #piano
youtu.be/9jZFkCr1jZU?...
Was working on this ambient for like 2 weeks. Quite happy with how it turned out. A lot of layers, I was afraid the mix would become way too cluttered xd.
#music #electronic
youtu.be/qGqGJl4Kn9E?...
Worked on a short #ambient sound. Was experimenting a bit with relayer.
#music #electronic
youtu.be/o7Uv6c7h5tM?...
eye studies are paying off, quite happy with this one - still a lot of issues, but big progress
#pixelart
Reminds me a bit of DorfRomantik. They had several biomes for all of their tiles which made the map pretty colorful.
Roots and fungi for Songs of Conquest #pixelart
alt version of the castle diorama
#pixelart
study into colors and bigger resolutions, got some issues, but I like how the iris came out
#pixelart
Aaaaand, done with all 6 ships in Daioujou now. All 1ccs. Here a playlist with all of the runs:
youtube.com/playlist?lis...
#shmup #stg #ddp #doj
Japanese Shrine building
I didn't even notice it's been a while since the last new environmental asset was made. Looking to bring the big gains here as well and overall pretty happy with how this came out
Pls like and share! ๐ฅโค๏ธ
#gamedev #indiedev #digitalart #pixelart #art
or just don't
comparison old doom fitted the bfg well by having ammo constraints, so it was a limited resource you had to apply to the right encounter, rather than a skip fight button as it is in nudoom. I wonder if something similar can be applied to the ziplines.
> It's very satisfying to set them up, but once you do there's no longer any interaction with the terrain.
I see this as an issue with a lot of games, you have something that is cool to use, but ends up making a big part of the game reduntant. Something like the nudoom bfg comes to mind. In ...
And first B ship. Honestly it was a cakewalk, had to do some adjustments to the route, but it was nothing hard. The high speard just trivialized a lot of encounters. Boss are slightly harder as you are slow, but main difficulty of the game is in the stages
youtu.be/AevqCAK6kIM
#shmup #stg #ddp #doj
I think they are telegraphing a bomb drop, but I can't be sure...
I relate so much - I'm so glad there are mental people like me who keep making insanly difficult games.
Spoilers for Absolum, but you actually might want to spoil yourself on this, because this is some of the worst meta-progression bait I've ever heard of
(Also a great review overall, one that's for once made from the perspective who gave beat 'em ups a deeper shot)
BACK TO BACK! Was doing an exploration run of the 3rd ship and then - "amma just win" :)
youtu.be/5jb8UQohZ4I
#shmup #stg #ddp #doj
Beat Daioujou with the A Laser ship as well - the hardest ship in my view. Better laser should help with bosses and big enemies, but the extra damage and speed is negligable compared to how much harder the stages become due to the lack of spread.
youtu.be/TsynL5IEe1Y?...
#shmup #stg #ddp #doj
algorithms is that SBTF does not change the direction of the drunkard on every step, and instead roll an additional time if a direction of change should occur. This creates much more tunnelly maps instead. Here the code where I found the algo if you are interested: github.com/johnoponno/n...
@herberticus.bsky.social Been reading your rougelike tutorial and I've been absolutely loving it.
I have 1 suggestion for an addition on the generating maps section. I saw a cool modification of the drunkard's walk map algo in a game called Space Beast Terror Fright. The main difference in both...
It does look pretty cool - it has charm.
Combo BAD
Oh I'm currently just going through a lot of different algorithms for generation. Currently I'm planning a mixed approach, where different parts of the world use different algos, so the players can eventually learn by feel where they are in the world as they play through the game.
Added rouge style map generation for my #drpg. Worked on a lot of low level functions and structures that would help with various style of map generation.
#gamedev #indie #game