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new Quake map: Mermaids In The Basement for Quake Rooftops Jam... more info on my blog / link in bio
Playing ninja gaiden and constantly getting betrayed by DMC muscle memory telling me jumping out of danger is safe...
#screenshotsaturday #gamedev
prototyping an endless mode. Allowing some enemies to be bounced around by explosives for that proper arena shooter feel. Also added a basic scoring system inspired by Ketsui.
Reaction sliding under projectiles continues to be very satisfying : )
Greek GoD were the only games with a fixed camera I ever really liked because it felt like the entire game world was designed around the camera - How it would pan, zoom and frame scenery or combat. Other games felt like the environment came first and camera was figured out later
If current trends continued, perhaps we would see a return of arcades. Sure, you can't afford a Geforce 99000 with DLSS 25 but a business could. Things come full circle and Uncharted 9 is in arcades for a quid a go and plays like the Cliffhanger Edward Randy.
#gamedev experimenting with fps bullet hell again. this pattern got more interesting when the gap in each row is made random. definitely need a walk button now too. wireframe for big bullets is a cheap way to make them transparent but border against the ground could be clearer
Man I like this game lol. The combo of the active enemies, CC and really permissive evade cancel... favourite CAG for sure :) #godhand
#godhand
I don't think I'm cut out for DIE lol. only beat Elvis because the ninny put a double roulette pickup in one of his vases :p
N-Gen racing had a really cool mechanic where being close to ground gave you an engine boost, which made dangerous flying the optimal 3D racing line.
kinda forgotten now that Quake 3 was considered dumbed down at release. Spawning with a usable gun!? No armour classes!? Simpler maps!?! Can't one shot respawns with the railgun?! No air control or double jumps?!?! iirc they almost removed strafe jumping too.
#gamedev #screenshotsaturday #godotengine
mock up/blockout test for a defend-your-ride-from-a-pursuer sequence. I think the effect works quite well, but needs some better smoothing. Looking out the back is okay but sides/forward is too jerky.
Saw this guy's 'swordplay' videos of radiant silvergun a decade ago and he's still doing it. crazy :)
#gamedev #screenshotsaturday
FPS bullet hell test. another pattern, following feedback trying mixing different shapes and colours, finding stuff that parses well in 3D. The red columns tank the fps though need to fix that! Also - phases. Length feels okay to me atm
If this hasn't been recreated 1:1 in #doom builder somewhere I'll be very disappointed
#gamedev
FPS bullet hell test. A simple pattern requiring jumping and crouching. Quickly realised just holding crouch lets you dodge more precisely anyway so it just becomes a jumping test. Need to force the player to run round a pattern to make a precise duck important I think















