Justin Wang (@PixelForgeGames) header
Justin Wang (@PixelForgeGames) profile picture

Solo dev working on Rogue Fable IV. A fast paced, turn based traditional roguelike. A massive scope and deep mechanics distilled into intense 60 minute runs.

Vancouver, Canada
Joined January 2019
Photo by Justin Wang (@PixelForgeGames)Photo by Justin Wang (@PixelForgeGames)Photo by Justin Wang (@PixelForgeGames)Photo by Justin Wang (@PixelForgeGames)Photo by Justin Wang (@PixelForgeGames)Photo by Justin Wang (@PixelForgeGames)Photo by Justin Wang (@PixelForgeGames)Photo by Justin Wang (@PixelForgeGames)Photo by Justin Wang (@PixelForgeGames)
Justin Wang retweeted
Funny bug when spamming jumps. Apparently we can double and even triple jump right now :P #indiegamedev
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Justin Wang retweeted
I'm really trying to dress up level generation so that each level looks like an actual place rather than just rooms and corridors. Most of it is not even gameplay relevant but I still think it looks cool. Here's a shot in the palace library. #indiegamedev #pixelart
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Justin Wang retweeted
Continuing my quest to add little animations and effects all throughout the game. Here's simple one when the player learns a new talent from a Tome of Knowledge. #indiegamedev #roguelike #pixelart
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Justin Wang retweeted
More effects work for the Ice Mage. Cone of Cold finally has an actual animation! I'm still trying to work out how much to push the visuals on effects to make them look good/readable without slowing gameplay or spamming the screen with noise. #gamedev #turnbased #pixelart
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Justin Wang retweeted
Another little bit of animation polish for Rogue Fable IV on enemy Trample ability. I'm gradually getting a bit quicker at turning these out, which is good as I've got like 100+ actions/abilities that I'd like to have some unique little effects for. This goes beyond simply 'looking good'. I believe that quick, snappy, unique little effects actually reinforce the UI of the game in that they convey information to the player (what ability someone just used). #indiegames #turnbased #pixelart
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Justin Wang retweeted
I've been working away these past few weeks on new projectile effects. Like all the animation lately I'm trying to keep it fast and snappy so it doesn't slow down gameplay. Unique enough to convey information visually without filling the screen with noise. Here's the new basic ice projectile. Pretty happy how this one is turning out. #indiedev #roguelike #pixelart
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Justin Wang retweeted
Reworked the potion sprites a little bit. Cleaning up some 5+ year old art and trying to give them different silhouettes to make them just a little bit easier to distinguish at a glance. #gamedev #pixelart
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Justin Wang retweeted
Been slowly working on adding ability animations. Basically having to learn this from scratch as I go. Here's what I've come up with so far for Power Shot. #indiegamedev #pixelart
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Justin Wang retweeted
Another 'must have' tool for easily verifying level proc gen. Built this one back at start of Rogue Fable IV but somehow managed to do all of III without it. #indiegames #roguelike #gamedev
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Justin Wang retweeted
I feel so stupid for not implementing this earlier (took little over an hour). Simple, in engine effects tuner with basic snapshots. Can setup any loop and add any list of variables to watch/modify. Any other blindingly obvious things like this to help dev? #indiedev #roguelike
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Justin Wang retweeted
I call this one Three Ring Circus. The level expands to reveal rings with new enemies and terrain. I'm trying to create a sense of pressure here where you really want to clear the current ring before the next one opens. #indiegames #turnbased
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Justin Wang retweeted
Typically in roguelikes, the player tends to agro enemies and they all come in a clump from one side. This Vault of Yendor level uses summoned waves to continuously surround the player. #indiedev #roguelike
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Justin Wang retweeted
New Vault of Yendor Level! Lots of juicy mobility allows the Ranger to stay ahead of these splitting slimes. #gamedev #pixelart
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Justin Wang retweeted
A storm themed Vault of Yendor level. One of the biggest challenges when working on this tileset is that it needs to handle all 4 elements and a bunch of sub-themes as this is the most varied zone in the game. #indiegames #roguelike #pixelart
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Justin Wang retweeted
A very explicitly mechanical Vault of Yendor level. Hatches that cycle turrets around the level while the player tries to avoid getting caught in cross fire. #indiedev #turnbased #roguelike
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