• Content count

  • Joined

  • Last visited

Everything posted by RKSanders

  1. [Release] Do You Believe in Dot Gobbler?

    Good job! It's pretty fun even in it current state. I went inside the Idle Thumbs podcast room and started munching paintings and go too big to leave LOL.
  2. [Full Release] Farewell, Video Games

    Another fun game Atte! Is is supposed to end when I climb the ladder? I see content in this blog post I didn't encounter but not sure if it was intentional or not.
  3. [Release] Do You Believe in Dot Gobbler?

    You can finish it! I believe!
  4. [Dev Log] The Wizard

    Amazing! I did a spit take when Good job!
  5. [RELEASED] What Remains of Idle Thumbs

    I'm really liking the buildings so far but I'm terrible at the game ><. What's a good build order? I've gotten to the 10 kill tier of buildings once but then it collapses and I lose all my money from people leaving. Combo-ing food, annoyed, and the Spelunky ride seems to work well at the beginning but falls off later. Will people use the same attraction more than once? The causes of death made me chuckle. Have you ever played a game called Evil Genius? This game reminds me of it quite bit a bit.
  6. [Release] Decrepit (GOOD... BYE)

    Great! I hoped it wouldn't be too hard so people could finish it in few tries. Yea, I noticed I usually have more than enough items too. Not ideal but oh well. Glad you liked it!
  7. [Release] Decrepit (GOOD... BYE)

    Update - jam version here: https://rks.itch.io/decrepit-wizjam10 I'm starting this one a bit early because I'll be out of the country from the 18th - 25th. I'm going to make a simple Rogue-like/Brough-like that centers around item durability. The inspiration comes from the Nick Breckon patreon discord. I requested he play a game called Cinco Paus by Michael Brough because I had been thinking about its game design a lot at the time. I like how it took the idea of item discovery and turned it into the game's core idea. Around the same time some folks on the discord were discussing item durability and how it's almost always a terrible mechanic. So for this entry I'm going to attempt to make a game with item durability that's less terrible. I couldn't find a podcast title that really fit the game itself. So i'll just say this is my GOOD... BYE to Wizard Jam and what Idle Thumbs was. I'm working in Unity and I'm going to start with a code base I've been building for years now, because it significantly speeds up my prototyping process. It has stuff I always seem to need like: database management, object pooling, pathfinding, saving, etc. So i'll definitely have a huge head start with this, but I just want to work on the parts unique to this game and not fiddle with the more generic stuff like pathfinding. I started work on it yesterday. I got a player unit spawned and user inputs that make it move with WASD. The unit's movement is also validated to only allow it to move over a floor tile.
  8. [Release] Decrepit (GOOD... BYE)

    Glad you liked it! Yes, the exit requires three things to be destroyed. They can be enemies or items. Atm enemies don't have any abilities themselves, so if you kill them they shouldn't be able to attack back. How was the difficulty? It's pretty random and you can get screwed by having all skeletons spawn in the beginning. Were you able to finish the game?
  9. [Release] Decrepit (GOOD... BYE)

    Ugh came back from the trip with a cold, slept in today, and didn't make the submission time. @Dinosaursssssss Is there a way to still submit on your side?
  10. [Released] Beppo's Hole (in one golf)

    Yea that was my last wizard jam game. I had the same problem parsing floats without region formatting. I didn’t know it was even a thing. The lesson I learned was always make my own forwarding method when using other libraries so I don’t have to hunt through the whole project replacing stuff.
  11. [Release] Eight Seconds: Manipulated Through Time

    Cool idea! Do you record inputs and let the physics play itself out again? Or do you record transform information and move the character that way? Oh god, portals are such a pain in the ass. The only thing that comes to mind is that it looks like what happens when the renderering engine doesn't like how you've triangulated a mesh. If it's a custom mesh, try triangulating it the other way and or remake your UV's. If you're using a Unity quad, I don't know, try a custom mesh? Good luck!
  12. [Release] Decrepit (GOOD... BYE)

    I think this game is pretty much a wrap. I'm leaving for vacation tomorrow and get back next Friday so instead of scrambling to do a build and put up an itch page I'll do it when I get back. I think I have a solid prototype, I didn't get as many abilities done as I had hoped. They were definitely the most difficult part. I ended up having to rewrite the ability stuff a couple of times in order for it to work the way I wanted. Most of the abilities are kind of samey, they pretty much all involve modifying damage or doing extra attacks, but I think it shows off the idea well enough. The game is severely lacking in the audio department. I set up the systems for abilities to play audio but I haven't added sounds for everything. Maybe I can squeeze that in when I get back. Here's some game play: gameplay1.mp4 gameplay2.mp4 Good luck on the rest of the jam everyone!
  13. [Release] Decrepit (GOOD... BYE)

    @CEJ Yea I love stuff like that. The framework I'm using serializes everything, even the prefabs, into a yaml database. So it's very easy to mod. I'll write more about it when I release the build, but you could very easily create your own color variants or change enemies stats and whatnot.
  14. [Dev Log] The Eyes In Search of Paradise

    Looking good! I used to play flying sims all the time when I was a teenager. It's going to be fun to jump in one again! If you need some more characters, here's the player character from my Wizard Jam 9 entry: Shoehorned. shoehorned_character.unitypackage And I'm in Kansas City, USA.
  15. [Release] Decrepit (GOOD... BYE)

    Thanks everyone! @SloaneUnity is a complete mess right now. Another example is that they just deprecated all that new multiplayer stuff they made a few years ago. It's so hilariously bad that they have a flow chart for people to use to decide if you should start a game with the deprecated system or if you should use beta code for the new system. Basically they're in the middle of switching to an ECS architecture and that means they have to redesign everything in the engine. I do think it's a better architecture for making games but it's really going to be off putting for everyone who learned how to use the Object Oriented architecture. I Did some work on the equipment UI. The red pips are the item's durability and the green pips are the item's abilities with tool tips.
  16. [RELEASED] What Remains of Idle Thumbs

    Haha love that Cheatin' Hitman is a cup game. I also endorse GifCam.
  17. [Release] Decrepit (GOOD... BYE)

    Thanks! I got a shader up and running. If you want to check it out you can download it Decrepit_StrokeShader.rar. It's made with Amplify Shader so you'll need that plug-in to see the nodes like I have pictured but it should still will work with out it. The screen printed texture is applied by multiplying two textures, StrokeTex and StrokeTex2 to the MainTex. Two textures aren't totally necessary, but I can use them to help break up any repeating or just give it two different textures and control the opacity with the power sliders rather than having to make copies of the textures. After that it has two more masks that I can use to apply some random accent colors: I wanted the tiles to use world space UVs so floors can be rotated and the scale of the stroke textures can easily change. But it looks a bit weird on dynamic objects like characters: So I added a static switch on all the stroke and mask textures to switch between world space or local space UV's per material. So with this shader all my tiles and characters are basically just masks. And here is the forest tile set up in game. I tied the sprite colors and shader accent colors to a level theme asset. It makes it quick and easy to try different color schemes.
  18. [Release] Do You Believe in Dot Gobbler?

    Love it! imo he should grow in stages. It provides a little goal and reward for the player during the smaller, 30sec, game loop. It gives a clearer Idea of what you can eat. You might have tried to eat a tree and couldn't, so you won't try again till you "level up". It also allows you to put greater emphasize on the size change visuals and sound.
  19. [Release] Decrepit (GOOD... BYE)

    Haha, yea adding the abilities made it immensely more complicated. Do you have a link to the game you made? Yea, I think that will be the starting character. As a longer term goal I want to have different playable characters that restrict the items that can show up in a run. Like an armored character that mostly uses shields or a rogue character that has a lot of movement equipment and daggers. I also made some enemies. Still working through some things. Not sure if I want to have multi-colored things like the slime.
  20. [Release] Do You Believe in Dot Gobbler?

    I believe! And I've obtained this blurry cave footage showing proof of its existence: https://clips.twitch.tv/WiseSnappyWolfBatChest Sounds like a great idea, good luck! The Gob is out there.
  21. [Release] Decrepit (GOOD... BYE)

    I have been doing a lot of systems work. I got weapon pickups in (not pictured below) and a level generation system working. So you can currently advance through floors by moving onto the exit. I made the exit unlock after killing 3 enemies. It felt better than having to break your equipment. Doing that left me feeling like a perfectly executed floor was less important because I still had to get rid of a certain number of items. Maybe it could be solved with balancing the number of items and enemies. But, item abilities will also affect the durability loss to enemy kill ratio so I'll revisit it later when the items are further along. I don't think it'll be in the scope of the jam version but I'd like to give weapons to the enemies. If that were the case, their weapons would charge the gate also, which would add another strategy layer and help fix the problem. The level generation flow is roughly like this: Loads a handmade layout of prefabs, in this case a 5x5 floor grid with walls surrounding it. Picks a random position on the top row for the entrance and a position on the bottom row for the exit. Creates walls by picking a random spot between the floor tiles that doesn't already have a wall. I didn't want any tile to be inaccessible so it checks that a path can be created from its neighboring tiles to the entrance and exit. Spawns enemies on empty tiles that are 2 tiles away from the entrance. Spawns items on a random empty tile. I also did some art tests. I started with some simple tiles that had the screen printed look saved into the texture. But they had to be way too high res to look good and the patterns got funky when the tile was randomly rotated So I'm going to make a world space shader that applies some stroke textures to achieve that look. Here's a mock up of a forest type theme. It was quite fun to make. I think keeping the tiling simple is key so I can make a bunch of variants. Then I can just randomize the sprites when the level generates.
  22. [dev log] The Death of Nick Breckon Remastered

    Sweet, I'll have to go back and check out the first one. Good luck!
  23. [Dev Log] The Wizard

    Just make sure you don't touch the Spectral Blade or the Improved Spectral Blade for that matter.
  24. [Release] Live from the Past

    Sounds cool. Any idea how the Steam remote play stuff works? Wondering if you could get that working for the showcase streams.
  25. [Released] Beppo's Hole (in one golf)

    Nice, impressive shot, and that laugh at the end, haha. Does that only happen with a hole in one? Also the wind and flag really make it come alive!