"Oh, great, another game falls prey to Yellow Paint Syndrome" well, gee, my guy, maybe if we didn't demand hyper-photorealism in every game regardless of context, modern platformers might be able to develop a visual language that doesn't require painting a sign on every single interactable feature to render it distinguishable from the clutter.
yea that's right, I made the trees move
It's shaping up, I think. I sorta hate the list format but like, what else is there other than grid slots.
I call em isosprites since they are isometric sprites. Off all the art in my game I like these the most, yet I never want to spend time making more of them. I guess ill get all the time in the world to make them if I can get passed this project's pre-production phase (I'm sorta close... maybe I should make a checklist...) sneaky peeky behind the scenes
Math is really important in game development. I'm trying to organize my battle scene similarly to how it's done in a PSP game known as Grand Knights History. My version is a bit rough, to say the least... Is it just me or does it feel like the UI on the bottom is sticky?
I feel like i've posted these already. Sorry if the image quality sucks, I'm kinda just copying old stuff I posted on discord so maybe it's getting double compressed. I'm preemptively apologizing cuz the preview looks super blurry but I'm too lazy to do something about it. Maybe I should apologize for that instead.
More models I ended up scrapping. 3D modelling is very tuff.
Both of these ended up getting scraped. oof
This took a lot of time to make and I'm pretty sure I'm gonna scrap it. It's pretty cool tho, it's entirely 2D (part of why it took so long to make...)
I am NOT stoked to create building textures, but I am stoked to see a textured building... so I guess I have to make textures one of these days.
A blog for a game about a rather peculiar exam. Made in Godot Engine!
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