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Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
So today I got the dash/teleport mechanics working along with the effects. Been meaning to do this for a while. It'll open up some nice jumping sections that are only do-able with the ability. I also want the holo model to change based on where you put it. So if it's on the ground it's a running animation and if it's on an enemy it's an attack animation, because I want to dash to double as an offensive move.

Dash.gif

This is looking ridiculously good. Are you the only person making this? How long have you been making it?
 

Chris Murphy

Member
Oct 27, 2017
18
This is looking ridiculously good. Are you the only person making this? How long have you been making it?

Yeah i'm a solo dev. I started learning game dev 4 years or so ago, this iteration of Cozen Servo started maybe 3 years ago. But as you can imagine most of that time was me just learning how to do stuff. Now that I'm competent enough development is coming along nicely.


Whats the name of the game? Where can I follow development, i wanna play this!

The game is called Cozen Servo. For now you can follow my twitter. @MonoBrainChris but in the future once I do a proper announcement trailer and press release there will be updates on www.cozenservo.com
 

Minamu

Member
Nov 18, 2017
1,900
Sweden
OK, there's several things here:
1- All your clips should indeed be normalized; setting a different value manually by clip is, not to put a fine point, the path to madness. :D
2- You say you got your clips from Google. I'm assuming you are explicitly using clips with "free to use commercially" licenses like CC0 or similar? If so, you're free to transform them as you want, including changing their volume. If not... you're in a whole different problem. :D
3- To edit your audio files (including changing volume, but you'll also want to edit sound effects to change their tempo, clip the parts you want, etc) use Audacity. It's free and open source, and has everything you would need in a very easy to use interface. To change volume, use "Amplify"; despite the name, you can use a negative value to decrement loudness. By default Amplify has a safety measure that doesn't allow to amplify over a volume that would clip the waveform, but you can disable it if you really need it.
4- BTW, I personally save my audio files as .ogg: they're quite small, high quality, and Unity recognizes them just fine.

OK, several things:
1- Get rid of the .15 multiplier and just manually normalize your tracks with Audacity, this will cut down on complexity.
2- Try not to think in terms of "max values" because they're really not, they're multipliers. If you have a volume of .5 and a "maxValue" of .5, since you're multiplying, you'd get .25, not .5 as would be expected if it was really a "maxValue".
3- I think an issue may be with your CoroutineCrossfader coroutine. Is it taking into account the current values of bgmVolume and globalVolume in each step? My intuition is no, since you're passing a volume value to it, which I assume is already calculated from those. So if it's fading the volume from its current value to the value you passed, it's ignoring the option changes made by the user.

In any case I think I would understand it better if I had the actual code in front of me. :D Try the MusicGroups solution and see if they help. If they don't, feel fre to PM me your code.
Well, the numbers have already been defined so it's not that big of a deal anymore :) I don't remember exactly what license the music is under but I've obtained written permission to use it as I see fit as long as I give proper credit.

But yeah, I've heard of Audacity, I'll probably check it out. I got the music from freemusicarchive.org, and some SFX from Google. But most SFX are done in a common 8-bit sound generator, so they sound pretty terrible by modern standards, or if you're musically gifted unlike myself :)

Changing the volume value seemed like a fairly simple solution for doing audio balancing, I don't want certain effects to drown out the music and vice versa, so I've rebalanced all audiosources to that end goal. It'd probably be more work to fix it than just leave it as is. This is not my typical area of expertise haha.

The coroutine is multiplying the inserted volume inside itself, so only the pure 0.15 value is sent into it right now. I could send you the code some other day perhaps, I tend to work in a strictly offline environment so I can't send it today. To the best of my knowledge though, right now everything is functioning precisely as I want it, last night I even managed to fix some semi-related bugs so the system is even better now than it was prior to this conversation :) I could perhaps even send you a copy of the game itself for you to try for yourself? Far too few people outside the dev team have tried or even seen the game these past 2+ years :/
 

nofxboy1234

Member
Nov 8, 2017
23
Hi everyone :)

I've been following the indie game development forums for a while now, starting back on the other site. You're all making really amazing games and it's great to watch your progress!

What are some good resources to learn about game AI? I've searched around but I'd rather hear from people that are actually making games on here. I know it is a broad subject broken up into sub topics like Pathfinding etc,
but any resources you've found helpful would be cool. I'm interested in the kind of AI used in Bloodborne and Dark Souls.
 

OllyOllyBennett

BizDev & PR at Cardboard Sword
Verified
Nov 10, 2017
40
North East, UK
Marketing: I was considering Discord for a while, but had written it off earlier in development as it better suits a more community-driven game, or a game with persistence of some kind (e.g. Descenders for community, Stardew Valley for persistence). Our game is a single-player story-driven Metroidvania...

However, I have seen more and more people talking about Discord, and figured it may make a good tool as another form of delivery platform for what we were essentially doing with Facebook and Twitter: sharing updates and screenshots.

I figured it doesn't really matter if those that join are chatting every day or not. If we can grab a few extra people, simply because it's their preferred channel for engagement, then it's been worth it, right?

So I set one up, (shameless plug incoming) which you can access here. It would be cool if any of you joined. Has anyone here set-up/ran a Discord server, or is part of one, that may be able to offer suggestions and feedback to help me keep it alive or improve it? Any thoughts on using Discord in this way?


The game is called Cozen Servo.
Looking swell. Another impressive-looking project from a solo dev. I'll give you a follow.
 

_Rob_

Member
Oct 26, 2017
606
Marketing: I was considering Discord for a while, but had written it off earlier in development as it better suits a more community-driven game, or a game with persistence of some kind (e.g. Descenders for community, Stardew Valley for persistence). Our game is a single-player story-driven Metroidvania...

However, I have seen more and more people talking about Discord, and figured it may make a good tool as another form of delivery platform for what we were essentially doing with Facebook and Twitter: sharing updates and screenshots.

I figured it doesn't really matter if those that join are chatting every day or not. If we can grab a few extra people, simply because it's their preferred channel for engagement, then it's been worth it, right?

So I set one up, (shameless plug incoming) which you can access here. It would be cool if any of you joined. Has anyone here set-up/ran a Discord server, or is part of one, that may be able to offer suggestions and feedback to help me keep it alive or improve it? Any thoughts on using Discord in this way?



Looking swell. Another impressive-looking project from a solo dev. I'll give you a follow.
For what it's worth, Discord has worked fantastically for me. Moreso in that there's a really cool community of decent folks that are both interested in my game, but also swim in similar circles. Not to mention how nice it is to get instant feedback with updates and the like. I've met people I'd consider friends through there too.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Marketing: I was considering Discord for a while, but had written it off earlier in development as it better suits a more community-driven game, or a game with persistence of some kind (e.g. Descenders for community, Stardew Valley for persistence). Our game is a single-player story-driven Metroidvania...

However, I have seen more and more people talking about Discord, and figured it may make a good tool as another form of delivery platform for what we were essentially doing with Facebook and Twitter: sharing updates and screenshots.

I figured it doesn't really matter if those that join are chatting every day or not. If we can grab a few extra people, simply because it's their preferred channel for engagement, then it's been worth it, right?

So I set one up, (shameless plug incoming) which you can access here. It would be cool if any of you joined. Has anyone here set-up/ran a Discord server, or is part of one, that may be able to offer suggestions and feedback to help me keep it alive or improve it? Any thoughts on using Discord in this way?

Looking swell. Another impressive-looking project from a solo dev. I'll give you a follow.

Thanks a lot for the tip. I have no clue about Discord, only used it once to get into ResetEra during the tumultuous migration from GAF, so your channel is the first one I've joined.

I've also joined the related channels it invited me to upon joining yours like Wargroove and Witchbrook, as I'm a huge Chucklefish fan, with Starbound being my most played Steam game ever. Are you related to them?
 

Aki-at

Member
Oct 25, 2017
336


Nothing major today, just a recap on everything that's been happening on the project and what we've managed to do in the first 3 months of the year. It's a lot more work than I had realised!

that music is real good.

Thanks man! I think at the time both me and my music guy was playing Wild Arms 3 re-release on the PS4 so I said draw a lot of inspiration from there haha! It's only recently we got an image to put to the map, next up is the animating process!
 

Sloane

Member
Oct 25, 2017
1,244
I'm playing around a little with Unity again at the moment, trying to create a relatively simple turn-based strategy game, and I'm struggling a bit with the AI.

The issue is this: I want the game to have moveable / destructible cover and the AI should take that into account when considering its actions. Right now, I check for cover by basically firing a raycast between two units, checking what it hits, and that works fine for when the player / AI is actually acting.

But what's the best way to check for cover when considering / simulating actions and the cover is not actually where it would be after the action? Is raycasting even the right approach at all or is there a better way? (Hope it's somewhat clear what I mean.)
 

jahasaja

Banned
Oct 26, 2017
793
Sweden
Hi everyone :)

I've been following the indie game development forums for a while now, starting back on the other site. You're all making really amazing games and it's great to watch your progress!

What are some good resources to learn about game AI? I've searched around but I'd rather hear from people that are actually making games on here. I know it is a broad subject broken up into sub topics like Pathfinding etc,
but any resources you've found helpful would be cool. I'm interested in the kind of AI used in Bloodborne and Dark Souls.

Have you checked out the youtube channel AI and games? I think he has one episode on Dark Souls.

I only have experience in making 2D games but I also think a lot about interesting and fun AI. I love dark souls but I think one of its weaknesses is the AI. There are many ways to exploit the Ai an all 5 souls games. Compare it to a game like Monster Hunter were it is almost impossible to cheese the AI and also how much more alive the enemies feel.
 
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nofxboy1234

Member
Nov 8, 2017
23
Have you checked out the youtube channel AI and games? I think he has one episode on Dark Souls.

I only have experience in making 2D games but I also think a lot about interesting and fun AI. I love dark souls but I think one of its weaknesses is the AI. There are many ways to exploit the Ai an all 5 souls games. Compare it to a game like Monster Hunter were it is almost impossible to cheese the AI and also how much more alive the enemies feel.

Thanks jahasaja! I'll have a look at that channel. Haha, that's true. It's always interesting to see different developers' approaches to their AI.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
I'm playing around a little with Unity again at the moment, trying to create a relatively simple turn-based strategy game, and I'm struggling a bit with the AI.

The issue is this: I want the game to have moveable / destructible cover and the AI should take that into account when considering its actions. Right now, I check for cover by basically firing a raycast between two units, checking what it hits, and that works fine for when the player / AI is actually acting.

But what's the best way to check for cover when considering / simulating actions and the cover is not actually where it would be after the action? Is raycasting even the right approach at all or is there a better way? (Hope it's somewhat clear what I mean.)

There are raycasting function alternatives that return all objects hit by the ray, not just the first one, sorted by proximity to the origin point (these typically are named the same as the normal raycast function with "All" at the end, e.g. RaycastAll). Just check the objects in order in the returned array until you reach the target, ignoring cover objects that would be gone by the time of the shot.

If your game is grid-based (is it?), checking the tiles in your logical representation of the map rather than raycasting may give better / more consistent results. It will certainly give you a lot more control over many situations.
 

LightEntite

Banned
Oct 26, 2017
3,079
I am digging the look. Post More!


tumblr_p6ixgtxmqP1raetzxo1_1280.gif

I recently completely redid how i handle animations and hit/hurtboxes in my game. Now its very easy to tweak the frame data of each animation frame and i can have multiple hit boxes for attacks that come out on specific frames and stuff like that. I also made all the collision boxes that trigger ai events visible for easier debugging.

Oh i like this

guys i need help. After a change in housing, new job, I haven't been able to touch my game or even open anything concerning it up.

I know the simple answer is to just do it, but i'm lazy and need motivation ;(

I think i'm broken
 
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_Rob_

Member
Oct 26, 2017
606
Oh i like this

guys i need help. After a change in housing, new job, I haven't been able to touch my game or even open anything concerning it up.

I know the simple answer is to just do it, but i'm lazy and need motivation ;(

I think i'm broken

Have you ever had positive feedback on it? If so, pull up some comments and remind yourself why it's worth doing. If not, post an old shot here and we'll cheer you on!
 

LightEntite

Banned
Oct 26, 2017
3,079
Have you ever had positive feedback on it? If so, pull up some comments and remind yourself why it's worth doing. If not, post an old shot here and we'll cheer you on!

Well you're right, feedback in general was a pretty decent motivator....

Yeah, post some old screens! :D

lol I always feel like a fraud by doing this because the majority of my recent engine work has been...uh, "prototyping" systems i need under the hood, meaning that there isn't much to actually show that anyone would see differently unless they've been playtesting

And then I look at games that I remember being shown around the same time i started showing mine that i've literally played on Steam because they're finished already, and i get even more depressed :V

But my living situation has finally become more stable, so i can feel it starting to come back. I just wish i was where i was with it 2 years ago.


anyway, since this is the thread to do it!

u2m4bUs.gif


gjiiBYx.gif


d9hv3oC.gif


PYDOING.png

 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
Well you're right, feedback in general was a pretty decent motivator....



lol I always feel like a fraud by doing this because the majority of my recent engine work has been...uh, "prototyping" systems i need under the hood, meaning that there isn't much to actually show that anyone would see differently unless they've been playtesting

And then I look at games that I remember being shown around the same time i started showing mine that i've literally played on Steam because they're finished already, and i get even more depressed :V

But my living situation has finally become more stable, so i can feel it starting to come back. I just wish i was where i was with it 2 years ago.


anyway, since this is the thread to do it!

u2m4bUs.gif


gjiiBYx.gif


d9hv3oC.gif


PYDOING.png



For what it's worth, I remember seeing your work and it was a pretty big inspiration in how I approached my own platformer design and aesthetics... it probably won't help with your feeling of passing time, but on the other hand, you have projects like Iconoclasts that took a long while and ended up being awesome, so... maybe just can afford to just go confidently at your own rhythm? As long as the end result is kick-ass, which going by those gifs it looks like it will be, I'd say the time it takes is secondary, if you don't have a rush to get the game out *now*. Better to pace yourself and make a quality piece, than rush it out because you feel you have to, and be dissatisfied with it in retrospect (again - if you can afford to work on it for longer!)

In short: I like where it's going, and I hope to see more :-D
 

RHANITAN

Member
Oct 25, 2017
174
Well you're right, feedback in general was a pretty decent motivator....



lol I always feel like a fraud by doing this because the majority of my recent engine work has been...uh, "prototyping" systems i need under the hood, meaning that there isn't much to actually show that anyone would see differently unless they've been playtesting

And then I look at games that I remember being shown around the same time i started showing mine that i've literally played on Steam because they're finished already, and i get even more depressed :V

But my living situation has finally become more stable, so i can feel it starting to come back. I just wish i was where i was with it 2 years ago.


anyway, since this is the thread to do it!

u2m4bUs.gif


gjiiBYx.gif


d9hv3oC.gif


PYDOING.png


Looks dope af.

Joining the discord here and checking this thread often has helped me stay focused. Surrounding myself with motivated people can be infectious.
 

Hampig

Member
Oct 25, 2017
1,704
Hey all, I have some questions for those of you who have put out a game on Steam.

I'm wondering if I should start an LLC and a new bank account if this is a part time thing for me? What have you all done? How difficult is the process?

If anyone could point me to a resource that covers this stuff and what bases I should cover, even that would be a huge help.
 

missile

Member
Oct 25, 2017
112
... lol I always feel like a fraud by doing this because the majority of my recent engine work has been...uh, "prototyping" systems i need under the hood, meaning that there isn't much to actually show that anyone would see differently unless they've been playtesting ...
Uhh, that describes my state of gamedev affairs for years, and I'm still
motivated like it's day 1.

... anyway, since this is the thread to do it!
u2m4bUs.gif

gjiiBYx.gif
...
Man, I thought we would get some trash to see recommenting you to better leave
gamedev altogether! ;) But man, this looks pretty good!

And btw;
... I know the simple answer is to just do it, but i'm lazy and need motivation ;( ...
You don't know. If you would, you would do it. So you may perhaps needed to
iterate through your laziness etc. some more. For, if you get know you will
stop it and do what's necessary. It's on you for how long you are in this
cycle.
 

Mike Armbrust

Member
Oct 25, 2017
528
Hey all, I have some questions for those of you who have put out a game on Steam.

I'm wondering if I should start an LLC and a new bank account if this is a part time thing for me? What have you all done? How difficult is the process?

If anyone could point me to a resource that covers this stuff and what bases I should cover, even that would be a huge help.

I formed an LLC and set up a company bank account. It was pretty easy but it can vary a lot depending on your state/country.
 

Lady Bow

Member
Nov 30, 2017
11,305
Been a while since I posted here! Thought I'd give some updates on my game.

Working Title: Super Raycing / 4-Player Racing Game and a Single-player Adventure

Finished work on two Racer Characters:

5VFCly2.png


nRlyAAK.png


Some prototype gameplay/ideas: (characters will be eventually riding manta rays)

Platforming during a race with limited flying

Speed tubes that shoot you in a direction (also got some mesh deformation working in the beginning)
 
Oct 29, 2017
5,299
Minnesota
Thank you for your interest in developing for the Nintendo Switch. In order to be considered for access to Nintendo Switch development resources, we require an overview of your planned project as well as your development experience history.
Any idea what goes into that? I don't want to fuck it up and I'm afraid if I ask I'll sound stupid D:
 

DNAbro

Member
Oct 25, 2017
25,943
Super happy with how some of this is coming together



So now that I'm starting to actually get things I want to show off, what are your recommendations for screen capture/video recording software? Cause off screen video from my phone with my loud ass computer fan blaring in the background isn't gonna cut it lol.
 

Lady Bow

Member
Nov 30, 2017
11,305
Super happy with how some of this is coming together



So now that I'm starting to actually get things I want to show off, what are your recommendations for screen capture/video recording software? Cause off screen video from my phone with my loud ass computer fan blaring in the background isn't gonna cut it lol.

OBS is the best. Lightweight, powerful, and free. It's got a little bit of a learning curve but once you get used to it it's great.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Well you're right, feedback in general was a pretty decent motivator....



lol I always feel like a fraud by doing this because the majority of my recent engine work has been...uh, "prototyping" systems i need under the hood, meaning that there isn't much to actually show that anyone would see differently unless they've been playtesting

And then I look at games that I remember being shown around the same time i started showing mine that i've literally played on Steam because they're finished already, and i get even more depressed :V

But my living situation has finally become more stable, so i can feel it starting to come back. I just wish i was where i was with it 2 years ago.


anyway, since this is the thread to do it!

u2m4bUs.gif


gjiiBYx.gif


d9hv3oC.gif


PYDOING.png



For fuck's sake, that looks amazing. This all your work? Beautiful stuff, 10/10. The fact that you're working on it while also having a full time job is even more admirable, frankly. Keep working at your own pace and don't worry if it takes a few years. The cool thing about pixel art games is that they're evergreen!

I should get around to posting some gifs, if only to make people feel better about their work in comparison... :D
 
Mar 6, 2018
30
If anyone can help with this it would be much appreciated. This isn't technically a game, it's made in Unity (with Adventure Creator) as more of a presentation tool but I'm having problems with memory limits. This is the entirety of the project:
All of these characters have idle animations that are playing as it starts. Clicking (or tapping) on a character gives you their name, again and you see a few text boxes giving a brief description of them. It didn't occur to me something so simple, in my limited knowledge, would be so seemingly difficult to run. As a WebGL it exceeds memory limitations, I upped it to 512 (which it recommends against) but this hasn't been enough. As an Android app it doesn't run on my older phone, it does run through Bluestacks for whatever that's worth. The WebGL file is about 90 MB, the APK. is 104 MB. If anyone has any optimization tips please let me know, frankly I barely know what I'm doing.
 

Mike Armbrust

Member
Oct 25, 2017
528
If anyone can help with this it would be much appreciated. This isn't technically a game, it's made in Unity (with Adventure Creator) as more of a presentation tool but I'm having problems with memory limits. This is the entirety of the project:
All of these characters have idle animations that are playing as it starts. Clicking (or tapping) on a character gives you their name, again and you see a few text boxes giving a brief description of them. It didn't occur to me something so simple, in my limited knowledge, would be so seemingly difficult to run. As a WebGL it exceeds memory limitations, I upped it to 512 (which it recommends against) but this hasn't been enough. As an Android app it doesn't run on my older phone, it does run through Bluestacks for whatever that's worth. The WebGL file is about 90 MB, the APK. is 104 MB. If anyone has any optimization tips please let me know, frankly I barely know what I'm doing.

Have you used the unity profiler to check what's up with the memory? You might be experiencing a memory leak that's causing it to increase in memory as it is played. If not, then the profiler could show you specifically which things are using the most memory.

One thing you can try is calling "Resources.UnloadUnusedAssets ();" from code and see if that significantly decreases your memory usage or not.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
If anyone can help with this it would be much appreciated. This isn't technically a game, it's made in Unity (with Adventure Creator) as more of a presentation tool but I'm having problems with memory limits. This is the entirety of the project:
All of these characters have idle animations that are playing as it starts. Clicking (or tapping) on a character gives you their name, again and you see a few text boxes giving a brief description of them. It didn't occur to me something so simple, in my limited knowledge, would be so seemingly difficult to run. As a WebGL it exceeds memory limitations, I upped it to 512 (which it recommends against) but this hasn't been enough. As an Android app it doesn't run on my older phone, it does run through Bluestacks for whatever that's worth. The WebGL file is about 90 MB, the APK. is 104 MB. If anyone has any optimization tips please let me know, frankly I barely know what I'm doing.

Could you execute it as a normal Windows executable and check what Windows' task manager (brought up with ctrl+alt+del) has to say about it? Check especially memory and page faults, and whether either keeps increasing when running (this would indicate a memory leak). However your issue is that it doesn't even run from the start so that's probably not it.

What resolution are your sprites at? On Unity's sprite import settings, are they compressed?
 
Mar 6, 2018
30
Mike Armburst: I'm not sure how to make sense of the Profiler, and I also don't know how to 'call from code', could you provide a bit more explanation? I'm a bit stupid when it comes to the non-art parts of this process.

Weltall Zero: I launched a Windows .exe but as far as I can tell the memory usage is staying completely level. No page faults either. All art was drawn directly against the background, which is 1080p. Generally they're smaller than 500x500. Compression on the frames, all in .png format, is 'normal quality'.
 

Mike Armbrust

Member
Oct 25, 2017
528
Mike Armburst: I'm not sure how to make sense of the Profiler, and I also don't know how to 'call from code', could you provide a bit more explanation? I'm a bit stupid when it comes to the non-art parts of this process.

Weltall Zero: I launched a Windows .exe but as far as I can tell the memory usage is staying completely level. No page faults either. All art was drawn directly against the background, which is 1080p. Generally they're smaller than 500x500. Compression on the frames, all in .png format, is 'normal quality'.

In the Unity editor under build settings click "auto connect profiler." Then click build and run. Click on the left box that says "memory" and then it should show you memory info while your program runs. Then you'd have a better idea of what is causing the problem.

If you haven't done any programing then you probably shouldn't mess with my UnloadUnusedAssets suggestion. That needs to be written into a custom script and would only be useful for checking if the problem is a specific thing.
 

SaberVS7

Member
Oct 25, 2017
5,258
Welp, thanks Big AAA for murdering Steamspy.

There goes any shot at actual market-research for AJRF.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Mike Armburst: I'm not sure how to make sense of the Profiler, and I also don't know how to 'call from code', could you provide a bit more explanation? I'm a bit stupid when it comes to the non-art parts of this process.

Weltall Zero: I launched a Windows .exe but as far as I can tell the memory usage is staying completely level. No page faults either. All art was drawn directly against the background, which is 1080p. Generally they're smaller than 500x500. Compression on the frames, all in .png format, is 'normal quality'.

How many frames total are we talking about? At 500x500, that would add up fast, especially since the game has to keep them all in memory and (I believe) uncompressed.
 

K Monkey

Member
Oct 25, 2017
278
Well you're right, feedback in general was a pretty decent motivator....



lol I always feel like a fraud by doing this because the majority of my recent engine work has been...uh, "prototyping" systems i need under the hood, meaning that there isn't much to actually show that anyone would see differently unless they've been playtesting

And then I look at games that I remember being shown around the same time i started showing mine that i've literally played on Steam because they're finished already, and i get even more depressed :V

But my living situation has finally become more stable, so i can feel it starting to come back. I just wish i was where i was with it 2 years ago.


anyway, since this is the thread to do it!

u2m4bUs.gif


gjiiBYx.gif


d9hv3oC.gif


PYDOING.png



oh i remember this game! looks awesome so keep it up :)
 
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