Hey I’m Will. I’m an artist and game developer.

Tokyo
Joined September 2016
Farming (from my wip strategy game Thystle)
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This was the most eventful year of my life for a lot of reasons. But I: -started working on my rts game again -lived in Japan for 5 months -visited my first game conferences -visited Mexico and Hawaii for the first time I’m really thankful for this year and thankful that people are still following my game. Hoping for a great 2025. Happy New Year! Thank you for everything.
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house go plop.
since its the end of the year, what's your most popular art?
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Battling through a chokepoint
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house go plop.
since its the end of the year, what's your most popular art?
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28,200
Made some tools for quickly spawning in units from the command bar. This makes testing new units wayyy easier😎
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Made some tools for quickly spawning in units from the command bar. This makes testing new units wayyy easier😎
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Skeleton Archers are pretty powerful, but will probably slow down their attack speed when I work on their animations (WIP animations)
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Skeleton Archers are pretty powerful, but will probably slow down their attack speed when I work on their animations (WIP animations)
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Can you build a town while defending your settlement from the undead and other such horrors?
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Can you build a town while defending your settlement from the undead and other such horrors?
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Working on knight attacking animations by having them repeatedly be swarmed by ghouls.
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Working on knight attacking animations by having them repeatedly be swarmed by ghouls.
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Knight run animations in 8 directions
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Knight run animations in 8 directions
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Massively improved targeting and pathfinding during combat. (Work in progress animations)
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Back from TGS, setting up an arena to work on combat (Many animations still work in progress, and ranged units don't work quite yet)
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Massively improved targeting and pathfinding during combat. (Work in progress animations)
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One thing I've noticed about RTS games is that many new players will move command instead of attack-move command during combat, which makes their units wait until their path is complete before returning to idle and thus able to attack. Something that helps here is having the game recognize as quick as possible when the destination node is crowded and thus the intended move destination has been reached, returning the unit to idle (which allows it to automatically enter combat).
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Back from TGS, setting up an arena to work on combat (Many animations still work in progress, and ranged units don't work quite yet)
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Another cool thing that happened during TGS: randomly meeting @T0_8I and Kumichan from Warhorse Studios in the elevator and then grabbing drinks. I love never knowing who you’re going to meet! Been following KC:D’s development since I started getting into game dev around 2014, so it was really cool to hang out with them.
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