#GAMES DESIGN
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Some assorted class work from this week- I’m working on the UI for our game and the backgrounds have been coming out so GOOD AND TASTY I think I’m learning to love doing pixel art my dudes
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artstyle research
this art style is called Woyak, it is very simplistic and is based on 'memes' it is drawn in black and white and I might make a game based on this specific art style. I believe this characters name is 'hungry stu' and it is used to put some high calorie food behind, to infer that 'stu' is going to eat it
Edit: thanks for all the likes everyone, why don’t you take a look at some of my other posts and like them too?
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this isn't an universal principle, but by and large the OSR work that i find to be actually interesting and worthwhile is the stuff that's the most mechanically distant from old-school dnd; trophy is a derivative of blades in the dark and as such is played with d6 pools, placing a great deal of emphasis on 'mixed success'-type outcomes, while his majesty the worm is, among its other deviations, played using a tarot deck as the resolution engine. no matter how robust a framework you surround it with, the single d20 is kind of a joyless thing, mechanically. it's functional, but it's not *clever*
#bones.txt#ttrpg#games design#the 'not universal' caveat is because i like knave & its derivatives a lot#mausritter also
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would anyone actually be interested in a discord server geared towards the non-cis men in games dev . it's an idea I've been rolling around in my head to gather some weight for a short while and I think it would be nice to have a space for everyone to get support from people like them . and it might be a little motivational to not constantly feel like you aren't welcome in the field
obviously there's no way to police who joins and who doesn't, it would just be geared more towards supporting non-cis men to gain confidence and community
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youtube
This in depth interview with Gav Thorpe on the development of 3rd Edition 40k is really interesting
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Now to get crafting
So now that I have some of the basics in and like grabbing items and dragging them around, that little highlight effect which took far too long and will probably break a bunch. I can start making the crafting system. I better hurry this up though because I wanted to launch this by Christmas. I'll probably make this playable then, just won't be really finished at that point.
In addition to dragging things around you do have the ability to pick things up and use them. However its limited to eating berries at this point.
I'm also not sure I'm happy with the controls for the inventory they are not really nice at all, imo. It was a sort of compromise since I did not want to deal with different modes in the inventory screen, like if you have something selected then the display is different and you have to select use or throw from a menu and press x and then the square could just be exiting inventory. The left arrow presented a problem as the character would then walk to the right.
The dumb solution was to just ignore inputs after closing the inventory for a short period. So not ideal. I might just need to switch to multi-mode screen where you Select your item, then choose what you want to do with it.
It might have been more necessary if I was going to have a lot more options for items though I kind of just want to stick to use and throw or try to at least.
#indie games#gamedev#game development#retrogaming#retrostyle#indiedev#pixel art#pico 8#thisisgamedev#games design#pico-8#survival game#survival games#pixel art game#pixel graphics#pixel aesthetic#pico 8 rain#game systems#game mechanics#crafting games#craft system
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A Spear: To poke and prod at weak points. Its length and maneuverability are keys to its success.
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#fantasy#knight#medieval#arms and armor#illustration#armor#retro#retro gaming#video games#games design#indiedev#gamedev#rpg#dungeon synth#dos games
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Freya Holmér
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Vertex Velocity - My gameplay video
youtube
Here's my final product for Vertex Velocity! Assessing myself - i'm very sure that I hit my MVP (Minimum Viable Product). My MVP was to simply have the game itself without any powerups or shop system and I personally feel i've stretched myself above and beyond with this project.
Referring back to my project plan, i'd say I followed it accordingly, give or take a few adjustments as I went due to either longer time than expected on a segment or choosing to do another segment first. I think that the project plan helped very greatly in managing my time however, the proof is in the pudding with the complete game.
#games#video games#games design#gamedev#devlog#3d art#ue5#unreal engine#playtest#vertex velocity#Youtube
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Sprite Death Animation
Here's a quick death animation I put together for my character in photoshop, animating is way harder than I thought to be honest.
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Tim Cain has a video blog
Legend of CRPG game development Tim Cain keeps a YouTube blog.
youtube
Stumbled across this while in bed with a cold and a lot of self-pity. I didn't mean to watch the whole of his twenty minute video about his experiences as a gay game developer, but it's twenty minutes later and I guess I just did. Plus, there's so much more! He's covered game programming, game design, game writing, game management, and pets.
#tim cain#fallout#arcanum#pillars of eternity#outer worlds#games design#game development#game developers#Youtube
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Character Creation
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My first Games design character from sizes 64 by 64 to 2 by 2
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Win and Lose Screen?
upon winning, you are thrown into a black void that shows that text and then, after a specific delay the game restarts
the you lose screen is unimplemented, as you just restart upon death, starting an endless loop but here it is anyway. Very similar to the you win screen
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This will be the ammunition pickup in Toxic Waters Lite. It's an M1911 magazine, made as close to the original as I could get. I've planned that you start with five bullets, enough to kill two enemies and have one left over. Each magazine will give you one-to-two extra bullets, meaning you have to be resourceful. In the vein of Cry Of Fear and other metroidvania type games, you don't have to kill every enemy to progress. Sometimes, confrontation is best avoided, which is exacerbated in the fact that Nicolas is an engineer, not a soldier. He's wearing a hazmat suit, not body armour, and he's defending himself with a puny handgun, not any full-automatic assault weapon. Games such as Dead Space have done this before with large success - for example, Isaac Clarke mostly uses repurposed industrial tools to defend himself against necromorphs, and the one proper military weapon you get, the pulse rifle, has limited ammunition for a lot of the game. I have indicated the magazine's low ammo with the rudimentary hole counters on the side - you can see that you won't be getting a full refill's worth per pickup, which keeps the tension high and the enemies dangerous.
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Character Creation
My first attempt at drawing a game character and doing pixel art from 64x64 to 2x2. My favorite character is 32x32 because it requires less details than what a 64x64 piece needs and provides the classic game style look but still carries the detail needed and allows more complex design than 16x16 would.
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