Unbreaking Blade
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Mortar
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Probably could have posted this video first lmao
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Fuck it, reverse crossbow
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Finally figuring out cutscenes
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A screenshot of Blender showing a work in progress birds eye view of a video game level.
Didn't realize how much level you had to make per level. Turns out one level can fit a lot of level.
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Also I think this might be my favourite attack animation I've made. It's got more personality than I can usually manage and it plays well in game too.
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Been testing some encounter compositions with a new enemy and wow these guys really make you feel like you're fighting for you life. Took me like 6 tries to get this clip of me actually winning.
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Threw together a new enemy. He's sort of like if a chicken had a ballista for a body. And also did area denial.
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I've spent the past week on less flashy behind the scenes stuff, the benefit of which is that now I can actually have a big seamless interconnected world. So apropos of that I finally implemented a map!
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First boss fight! Is it fun? No. Is it challenging? Also no. But it exists now, and existing is a pretty important step in eventually being good.
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A loose digital sketch of what looks like a weird upside down merman with Max Rebo's head.
A render of a 3D model in the same pose as the first image. The image is of a creature with a human torso that ends at the waist and becomes a bunch of tubes and wires, which it hangs upside down from. Its head is a three pronged piece of red bone that does still kind of resemble Max Rebo.
One nice thing about working by yourself is your "concept art" really only needs to make sense to you.
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Pro tip for 3D games: Rig your characters early in the process. You don't actually need to fully model and texture everything first. Seeing the character move can help you identify problem areas in the model/design, which can always be swapped out later in engine.
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