EldritcHSandwicH
Creator of
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To add on to the original topic, I started uploading a no-talk dev process devlog series on youtube where I just play my recorded dev work at 3500% speed. I find it helps me to stay motivated and to hold myself accountable when I work, as well as keeping a rough estimate of total amount of work spent on the project. I really enjoy watching them myself, and I think so long as I like watching them, there's probably someone else out there who will enjoy it as well.
Hey Carrot!
I think one thing I've learned is once you hit a certain level of "development skill", the next big hurdle is learning how to become an effective communicator for game products. Game quality only speaks for itself once you build the initial kernel of a community. If you don't know how to build the first kernel, you can't build a community even if your game is one of the best indie games of the year.
TL;DR: I started watching Dungeon Meshi and finished the show super fast on Netflix. I loved it so much I started a new game project built around it. Got an absolute ton done in a single week. Basically have worked for a week on it so far but I'm interested in seeing if it's worth putting more time in.
Hey all, around 1 week ago I started up a new project built around making a game with the following features:
- Dungeon Crawler
- Cooking system
- Simple RPG mechanics (in a more accessible sense)
I think I worked a bit too hard on it, and collected a bit too much stress, but I managed to get an absolutely insane amount of work done in just a short time. I'm posting the game around a bit to see if it's a project people are interested in overall, so I'm gauging results from comments here and elsewhere.
You can check it out @ https://redroulette9.itch.io/dungeonchef (pw: meshi).
As of right now I'm keeping the page private since I haven't really put much work into the presentation of the itch page itself, so for now it's basically just gonna be sneak previews.
I have a YouTube channel where I'm uploading dev process videos:
https://www.youtube.com/@redroulette9108/videos
And I've started a Patreon page for all of my game projects, including Dungeon Chef:
https://www.patreon.com/RedRoulette9
If you like what you see, please consider supporting in whatever way you can.
Peace,
EldritchSandwich
My radio and I went on a wild ride. We found a log, then traded it for a roll of toilet paper. Someone shined their brights at me with their car, kinda rude.
I listened to some cool bedtime stories from the weird radio person. I did some wall parkour. Then I went home for bed.
Overall, a very fun adventure.
Controls: Feel good
Gameplay: Exactly as it should be
Bossfight: Fun and interesting
Final thought: gives me the big miedo
One thing I like (pet peeve) is momentum redirection on ground landing. ATM it takes half a second of standing still to redirect momentum to jump in a different direction upon landing. I like to be able to more easily turn on a landing and change jump.
I look forward to coming back to this later when it's got more done!
WebGL: can't help you there, I'm learning that one as I go and am prepping some stuff for a big update.
3D engine math: being able to utilize different normal vectors can allow you to do really cool stuff. tangential vectors, I believe, need to be manually calculated and there isn't a nice little code block to use in this case, so HLSL must be utilized or you can just capture the normal and utilize a perpendicular. one of my FAVORITE shaders I've ever made used a sphere calculated around a single point to control either saturation within sphere (inside = colorful, outside = desaturated) or alpha/opacity (inside = transparent, outside = opaque). I used the backface of the mesh to then give it a big emission on the inside. Looks like a hole was punched by a laser cannon.
John Carmack stuff: I know of the fast inverse square root he used, though tiny efficiencies like that are much smaller fish with the technology we're using now, nowadays we try to optimize on larger sets of components/features and reduce the scale and complexity of larger sets of calculations.
What I want to learn: I'm very functionally minded and I have been told (in nicer words) that my UI is ugly/unprofessional and that my game doesn't really aesthetically pop or stand out in terms of visuals. I kinda have a checkmark system in my head (i.e. does it work? then great!) and there's little space for thoughts such as: it may work, and may run fast, but it doesn't look *pretty* or *cool*. I want to learn how to make things look cool, really.
Sorry, I'm still at my day job right now and can't yet compile the mac version. I'll also try out the webGL build before I give it an upload. Need to see if it can even run on browsers.
Here's an example shader for the CHAOS element.
https://gyazo.com/c6fb23222096585191125b3475bb8da7
Feel free to ask me anything about shaders except how to write in HLSL! Lol. I understand the math and the process, I just cannot do the syntax.
Djikstra's Enigmatic Puzzle Cube is now available for sale!
It's basically 2048 but in 3 dimensions. Rotate left or right, up or down, and merge fantastical magical elements together on any face to maximize your high score. The demo limit is 500 points.
Hi all,
I'm on the end of a 12 hour bender working on bugs, ironing out game features and setting up my steam and itch pages for release.
I'd love some feedback on the demo if you guys could spare a minute.
(1) How does the gameplay feel as a puzzle game?
(2) Were you able to locate any bugs?
(3) What's your perception of the overall quality of the game?
Thanks a lot, all.
https://redroulette9.itch.io/djikstras-enigmatic-puzzle-cube