ynoham (@ynoham) 's Twitter Profile
ynoham

@ynoham

Indie solo-developing retro-3D shooter @GunmetalGothic | "why-no-ham" | discord.gg/vYgVAejVnG

ID: 2266350146

linkhttp://ynoham.com calendar_today28-12-2013 19:40:55

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ynoham (@ynoham) 's Twitter Profile Photo

#GunmetalGothic on CRT! These guys now have a laser sight to better show their attack tracking. #screenshotsaturday #indiedev

80 LEVEL (@80level) 's Twitter Profile Photo

See how you can shoot fireballs toward enemies and pick up mana in Gunmetal Gothic, a co-op shooter with PS1-style graphics being created by a solo developer. Demo and EA release plans are revealed: 80.lv/articles/see-h… ynoham

ynoham (@ynoham) 's Twitter Profile Photo

Making a bunch of UI updates to better support a range of resolutions. Some low-res w/ CRT effect and high-res comparison shots! #GunmetalGothic #screenshotsaturday #GodotEngine #indiegamedev

Making a bunch of UI updates to better support a range of resolutions.  Some low-res w/ CRT effect and high-res comparison shots!
#GunmetalGothic #screenshotsaturday #GodotEngine #indiegamedev
Stephen Williams (@stephentbw) 's Twitter Profile Photo

Over at Tactical Reload today, I had the honor of interviewing the brilliant solo dev behind Gunmetal Gothic ynoham ! We talked about Godot, working fast, balancing, and Deadly Premonition. 🔗 👇

Over at Tactical Reload today, I had the honor of interviewing the brilliant solo dev behind Gunmetal Gothic <a href="/ynoham/">ynoham</a> ! We talked about Godot, working fast, balancing, and Deadly Premonition. 🔗 👇
ynoham (@ynoham) 's Twitter Profile Photo

Building more of the world, I'm finding the room maps give away a little too much. Trying a compass instead - it switches to a stage map on the pause screen, showing visited rooms as squares and the connections between them. #GunmetalGothic #ScreenshotSaturday #GodotEngine

ynoham (@ynoham) 's Twitter Profile Photo

Limits! Poly count (humans <700 tris, <1000 room geometry), texture resolution (32x32 or equivalent), screen resolution (320x240), color palette (5 bits-per-channel), minimal real-time lighting, and a heavy reliance on vertex colors. Then a CRT effect on top!