Liam - Point Rescue Demo out now! (@magellanicgames) 's Twitter Profile
Liam - Point Rescue Demo out now!

@magellanicgames

Indie gamedev working on a railshooter amongst other things. steampowered.com/app/2086800 Itch: magellanicgames.itch.io

ID: 945277034615451648

linkhttp://magellanicgames.co.uk/ calendar_today25-12-2017 12:56:22

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Liam - Point Rescue Demo out now! (@magellanicgames) 's Twitter Profile Photo

Finally implemented the doors for the elevator. Now I can do the old switch-a-roo to load the next level/area. That and another "event" to keep things visually more interesting. #indiedev #godotengine

Liam - Point Rescue Demo out now! (@magellanicgames) 's Twitter Profile Photo

Return of the boss fight. Trying something a bit different this time round. Not the easiest to control the camera in this fashion, but I think it works. #indiedev #godotengine

Liam - Point Rescue Demo out now! (@magellanicgames) 's Twitter Profile Photo

More work on the final alpha level. Gotta tackle that boss fight, but in the meantime here are some basic enemy encounters. #indiedev #godotengine

Liam - Point Rescue Demo out now! (@magellanicgames) 's Twitter Profile Photo

Some smoke, explosions and a health bar later and the first pass is finished. Time to iterate...and have a short rest. #indiedev #godotengine

Liam - Point Rescue Demo out now! (@magellanicgames) 's Twitter Profile Photo

Took some time to do some art and learn how to use a pen tablet. Was fun but not without technical issues. Made with blender and krita. #lowpoly

Liam - Point Rescue Demo out now! (@magellanicgames) 's Twitter Profile Photo

Some C++/SDL tinkering. Collision, mesh animation and pathfinding working. Decided to try using a distance field for pathing. Going to be looking at audio, vfx next, but might have to throw in some prettier level geometry.

Liam - Point Rescue Demo out now! (@magellanicgames) 's Twitter Profile Photo

A small test environment exported from blender. Using the custom properties to define the wall collision and enemy positions. Need to juggle the level data format around, but so far so good. #indiedev

Liam - Point Rescue Demo out now! (@magellanicgames) 's Twitter Profile Photo

Giving my encounter editor a test run. Not very pretty but it beats using a plain old text editor. Next step will be more visualisation of the levels/rooms. #indiedev #gamedev

Liam - Point Rescue Demo out now! (@magellanicgames) 's Twitter Profile Photo

Spent way too long getting 2d text and 2d healthbars to overlay correctly...but it is done. Huzzah!! Decided against using billboards as with this no need to worry about distance scaling/ #indiedev #gamedev #screenshotsaturday

Liam - Point Rescue Demo out now! (@magellanicgames) 's Twitter Profile Photo

Putting all that 2D overlay code to work showing reload progress, stamina drain as well as healthbars and damage numbers. Time is starting to enable more gamedev time than engine dev. (which is good and fun) #indiedev #gamedev

Liam - Point Rescue Demo out now! (@magellanicgames) 's Twitter Profile Photo

A bit more work on the in-game editor to atleast show a 2d view of the rooms as well as UI for displaying notifications on in-game events. #indiedev #gamedev

Liam - Point Rescue Demo out now! (@magellanicgames) 's Twitter Profile Photo

One of the challenges of rolling your own is always the lack of integrated WYSIWYG, but been having good fun using blender. It has been doing the heavy lifting until I fully implement the in-game editor (25% complete roughly) #indiedev #gamedev

One of the challenges of rolling your own is always the lack of integrated WYSIWYG, but been having good fun using blender.  It has been doing the heavy lifting until I fully implement the in-game editor (25% complete roughly)
#indiedev #gamedev