New printer = new flyers 💥💥💥
skylerclarkgames.itch.io
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Steam header capsule for Sorrow 🤘
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Thanks for 300 followers! 🥳
Here’s my current progress on Sorrow’s library cover, I think I’m gonna settle on this style for the (temporary) Steam page graphical assets.
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Here’s four different solid color variations of Sorrow’s library art concept. I think I’m leaning towards green, but I like them all for different reasons 🥲
Which do you like more? Would you want to see versions that use multiple colors?
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Library capsule concept for my game Sorrow.
What do you think?
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Playing around with the concept of polygonal dungeon generation. Left image is the inspo, right is the start of my prototype in #Godot.
Inspiration: www-cs-students.stanford.edu/%7Eamitp/gam...
Source Code Credit: github.com/udit/poisson...
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With some tile-map magic and a lot of calculations, the procedural levels now have accurate walls!
This is already looking good enough on its own to be a DnD dungeon layout generator. How else would you use this?
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Added corridors to the Room First algorithm!
I also switched out those boring rectangle rooms with the Random Walk algorithm to get more interesting room shapes.
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Getting to add to my progress tracker for Sorrow’s development has been very rewarding!
As someone with ADHD who’s been making games since I was a kid, I’ve had my fair share of burnout. Needless to say, I’m happy with my progress so far :)
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Three different algorithms have been implemented into my procedural level generation prototype.
The room first generation is a WIP, as I still need to add corridors.
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Currently working on a prototype for the procedural level generation in Sorrow. So far I’ve gotten the Random Walk Algorithm working :)
Also peep my Google Sheets “progress tracker” for Sorrow development, trying something new 😳
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I’m finally getting around to prototyping some stuff for Sorrow. I can only show so much design and theory, it’s about time to get my hands dirty.
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I now have a Ko-Fi for donations!
Our current goal is $100 so I can get Sorrow’s Steam page up and start getting wishlists. Help me out!
ko-fi.com/skylerclark
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Currently testing out a new look for Sorrow’s logo. I’m still going for that metal vibe, but a bit more clear and silhouetted for marketing purposes (something that still works in small resolutions, printing in various sizes, etc).
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Kobble Heads and Buddha Heads, early-game smasher enemies.
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Some recent #atypography experiments.
Atypography is an art movement that “graphically represents traditional writing systems in an unconventional way, creating an authentic design that remains readable while concealing text signs at first glance.”
#typography #abstractart #visualart #sorrowgame
An odd — but strangely familiar — sigil appears before you…
You feel as if you are in the presence of an ancient wisdom…
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A sized-based inventory system (similar to RE4 and Tarkov)
Passive character abilities (in the form of Pins) are pinned to your poppet.
Combat abilities (in the form of Amulets) shape the physical appearance and functionality of your sword.
Some WIP mockups of Sorrow’s inventory UI.
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New sticker?
Lmk what you think :)
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