@cursed-offerings.bsky.social Sorry to approach you on multiple platforms. I have tried contacting you on itch (in a comment to Battle Dice World) and via e-mail. Really want to discuss a collaboration with you. Hope you will get back to me :)
Posts by TwoFly
Been hard at work on the ship-vs-ship mini game in my untitled pirate game. Like in the remake of Sid Meier's Pirates!, combat is initiated by pressing the ACTION button and selecting appropriate action from the menu #gamedev #indie #indiedev #pixelart #gameart #godot #2d #screenshotsaturday
While it is not pixel perfect I really low how simple it is to make a 3D effect with a single texture. Also, it will make aiming the cannons a lot simpler as it is not locked to 8 directions like in the original Sid Meier's Pirates! Many don't like it breaks the "retro" aesthetic
I have started working on the ship-to-ship combat and I needed another ship for testing. So, I introduce the Pinnace. The smallest ship in the game but also the fastest and most maneuverable one #gamedev #pixelart #gameart #godot #spritestacking
Fully agree. It all comes down to gameplay and your examples are great to illustrate this. Spelunky would not be the same without procedural levels. Spellunky does the PG the smart way where the chunks of the level ensure there is always a route to the exit and fixed room types for special rooms
Some games benefit greatly from procedural generation but for a game like this I am not convinced it is the best way forward. Instead, you will get a familiar map each time but towns/ports/etc will change from game to game although I will make some placeholders that will be used for placing these
generate the map. I am not a fan of that as it is often hard to make procedural maps interesting for gameplay. However, other parts of the game will be procedural. Enemy and ally factions will behave differently each game and quests will be random.
The procedural generation will only be done once in the editor. I will generate a lot of maps to find one I like. I will use a seed so that I can generate the same map again if needed but once I have found one I like I will adjust it by hand to add details. The final game will not procedurally
Thank you for your kind words. The tileset is fairly complex but most of the tiles can autotile. So, creating the outlines for the islands is simple but adding details is complex. I want to procedurally generate the map because it will make the map look more natural than if I hand paint it.
Spent some time this evening polishing the game and adding a few larger islands where I will put some cities to visit (and plunder) #gamedev #pixelart #gameart #godot #spritestacking #screenshotsaturday
Now that the ship controller is about finalised I am ready to work on the map. I am not going for realism so I want to generate the map procedurally and then adjust it to be more interesting #gamedev #pixelart #gameart #godot #spritestacking #screenshotsaturday
Added some cannons .. it is not a real pirate ship without cannons, right? #gamedev #pixelart #gameart #godot #spritestacking
Reuploaded it so that it animates ๐
Trying again since the previous version of this ended up as a static image instead of an animation #gamedev #pixelart #gameart #godot
Thank you, VEXED. I know your work and have bought several of your assets on itch ๐
Not sure why this did not work. It was a gif so why it is not animating here, I have no idea. Worked on my computer.
Been experimenting with animated sprite stacking. The flag will orient in the wind direction (Left vector) independent of the ship heading direction. Ship will also move faster if the ship is before the wind #gamedev #pixelart #godot #gameart
2025 is going to be the year I release a game on Steam #gamedev #indiedev #newyearsresolution
Thank you for a very informative og humorous talk about plain text files
Not much progress has been made the past week. Work and family has limited #gamedev time. I managed to get doors working as a first step in the larger interaction system #screenshotsaturday #dungeoncrawler #drpg
Had an hour before work today to start working on the interaction system. The door will always open away from the player to prevent the player being hit by the door #gamedev #indiedev #drpg #madewithunity #dungeoncrawler
Been a few days since I had a chance to work on my classic dungeon crawler prototype. Re-worked the grid system to also work with stairs, ladders, obstacles, gates, doors etc #gamedev #indiedev #drpg #dungeoncrawler #madewithunity #unity6
Working on a small dungeon crawler prototype. I have fond memories of playing Eye of the Beholder, Bards Tale, Lands of Lore and recently Legend of Grimrock, so wanted to try making my own #gamedev #indiedev #madewithunity #drpg