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#cursed_existence
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Bus coding time is often the most productive time! (Hell knows why)

Started implementing object persistence today - so things don't just reset when you come back to an area.
Currently I only save monsters and discard humans, but we're slowly getting there :D

#indiedev #gamedev #cursed_existence

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More item-related curses:
- items skitter away from you every two seconds
- drop inventory items on being hit

(Except that sometimes you drop _all_ your items on being hit, which, while hilarious, is a bug^^)
#cursed_existence
#indiegame #indiedev #gamedev

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Video

Wheeeeee :D
I guess the Lindwurm won't be quite _that_ long, but messing with this is much more fun than I'd imagined^^
Pretty happy with how this turned out, and now I kinda want to make more of these snake-y enemies...

#indiedev #gamedev #cursed_existence

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Just had a friend tell make a joke about whether I'm modeling a Lindwurm or a "Regenwurm" for my game, and now I kinda want to just have an enormous rain worm as a non-hostile entity...
Just chillin' in the forest minding their own business...

#gamedev #cursed_existence #indiedev

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Yestereve I was working on the Lindwurm for my game - I should really collect some screenshots along the way...
It'll be the most basic version of that creature - a big snake with forelegs, because... less to animate^^

#gamedev #indiedev #cursed_existence

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Roadmap for my main mechanic:
Curses wanted: 50
Curses concepted: 27
Curses implemented: 21

Soooo, almost halfway there, but I'll probably need more systems for them to interact with.
I don't even have item pickups yet, and two of the planned curses need that.

#indiedev #gamedev #cursed_existence

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This evening I implemented a simple system to let enemies be one of three things towards each other: agressive, assistive or afraid

and it just kinda works???
(I still need to implement fear though)
#gamedev #indiedev #cursed_existence

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(Small) Milestone:
Yesterday, I put my first dialogue tree written with MY OWN dialogue editor in my game!
Now let's hope it'll actually get me to write more dialogue on the go, which it was meant for, haha^^

#gamedev #indiedev #cursed_existence

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Well, in between modeling, I got sidetracked once again, but implemented dialogue trees - now I just need a tool to let me write dialogue from wherever I want and on my phone too...
#gamedev #indiedev #cursed_existence

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An isometric scene, with a few humans standing around, a big mossy rock in the center top and some leafy trees in the bottom right.
The middle human is in full armor and the others are all in different states of armoredness.

An isometric scene, with a few humans standing around, a big mossy rock in the center top and some leafy trees in the bottom right. The middle human is in full armor and the others are all in different states of armoredness.

I can now place custom humans into a level!

These will be bandits (player character is in the middle), but I'll use the same system for friendly NPCs.

#indiedev #gamedev #cursed_existence

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Progress!
I've solved a long-standing issue I had, by... masking it out compositing^^
And I reworked a specific area for the third time, this time really liking the look of it - the vibes are right, now all it needs is more polish^^
#indiedev #gamedev #cursed_existence

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A simple 3D-Render of a town-square with a well in the middle, but overlayed on top of it in a grid are blue people in all kinds of poses and looking in all kinds of directions. Their skin and their armor are both dyed in a deep blue. (It's a spritesheet)

A simple 3D-Render of a town-square with a well in the middle, but overlayed on top of it in a grid are blue people in all kinds of poses and looking in all kinds of directions. Their skin and their armor are both dyed in a deep blue. (It's a spritesheet)

Fuck it, I'm fixing this shit tonight.
This is just me debugging, but it shows the problem: When I combine my base sprite with weapons and armor, it still gets the skin color of the human. In this case blue, because it's easier to see.

#indiedev #gamedev #cursed_existence

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Refactoring is always one step back, two steps forward.
I'm almost back to where I started, and then I can FINALLY add animations for other weapon types!

Well, provided I don't go insane before... It's time to stop for today^^

#gamedev #indiedev #solodev #cursed_existence

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I'm also super happy to see my whole material system come together as I intended - I'll have a lot of fun creating curses that change your items' materials ;)
#indiedev #gamedev #solodev #cursed_existence

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Just implemented respawning for my #rouguelike, #cursed_existence - beforehand you'd just lie there forever and have to restart the game^^

Only problem was, that I misremembered how my delay function worked, and instead of waiting 5 seconds to respawn, it took 5000 seconds :D
#gamedev #indiedev

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Made a simple inventory grid for #cursed_existence today, but the fields aren't named yet, just numbered.

Looks like a really shitty calendar^^

I still need to decide how to handle the icons - Monster Hunter style generic-ish, or just renders of the items/weapons?

#indiedev #solodev #gamedev

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A very simple vector drawing of a four-legged thing, red arrow pointing to a pencil drawing of three separate tortoises, red arrow pointing to the digitally cleaned up version of one of the tortoises.
Below is a pencil drawing of a snail, with a red arrow pointing to the digital cleanup of said snail.

A very simple vector drawing of a four-legged thing, red arrow pointing to a pencil drawing of three separate tortoises, red arrow pointing to the digitally cleaned up version of one of the tortoises. Below is a pencil drawing of a snail, with a red arrow pointing to the digital cleanup of said snail.

The process for two of the Curse cards for #cursed_existence - I might have to hire someone to draw me the final version of the cards, once I know what all (or most) of them will be^^
Until then I can hone my own skills a little, at least I'll improve a bit along the way :)

#indiedev #solodev

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Crude pencil drawings of three tortoises, one in side view, the others two in a more natural three-quarters viewer-facing position.

Crude pencil drawings of three tortoises, one in side view, the others two in a more natural three-quarters viewer-facing position.

Drawing tortoises for a curse card in my game #cursed_existence

The top one looks like I drew it 15 years ago, middle one has a kinda correctly segmented shell, but looks like it's seen some shit, and the bottom one looks like is shell is made of rocks^^

Next: digital cleanup!

#indiedev #solodev

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