Hyundai is doing some cool stuff in the EV space.
06.02.2025 17:34 โ ๐ 11 ๐ 0 ๐ฌ 2 ๐ 0@atugameofficial.bsky.social
Dev blog for solo-dev indie game, "Atu". Atu is a "Horror Town-Sim RPG" inspired by Stardew Valley's gameplay, Rimworld's simulation, and Nosferatu's story. Same handle on "Old Twitter" ๐
Hyundai is doing some cool stuff in the EV space.
06.02.2025 17:34 โ ๐ 11 ๐ 0 ๐ฌ 2 ๐ 0I think the game design doc is important, but way more about thinking things through than establishing rigid rules for yourself. It should be super malleable, and very much an aside to the actual game and its development imo
06.02.2025 15:32 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0The use of font / handwriting in #Pentiment by @obsidianent.bsky.social is so, so brilliant.
I didn't finish the game on my first playthrough and starting over again on #Steamdeck has been such a treat.
I have a really hard time separating "giving up / being a quitter" from 'deciding to pivot because this approach is too costly." I *always* feel like it's "giving up" rather than making a wise decision and really need to work on that sort of executive decision making.
10.01.2025 05:38 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0The holidays gave me some time to gather my thoughts and realize that halting my entire project over not being able to achieve the shadows I want is quite silly.
We're moving forward without 'em and treating them as a stretch goal!
We're already on the cusp of this being the case imo
29.12.2024 07:15 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0I'm a big fan! If you're doing handmade pixel art animations I super duper recommend it.
27.12.2024 02:53 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Everything about TLOU1 was generic, even for the time. The game play was revisiting what splinter cell had done 5+ years prior. The story had been done numerous times. TLOU2 tread new ground in every meaningful way
13.12.2024 05:13 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0TLOU1 being better than 2 immediately invalidates your other opinions
13.12.2024 05:10 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0I've been on a bit of crunch this past week and current week for a release at my day job.
Haven't been able to work on Atu much, but hoping to get back into the swing of things this next week.
Mostly posting to keep myself accountable ๐
#gamedev
This, combined with the fact that #godot has limited access to modifying the rendering pipeline in 2D and no support for custom passes or buffers.
I don't want to switch to Unity, I've decided against 3d bc scope, and there are Godot proposals that may make it possible later
I'll try to share a list of resources I've used on this journey later.
A lot of people have solved for this in 2d sidescrollers, but it's quite a bit more difficult in orthogonal 2d.
There's very little info to learn from on the topic for a graphics programming newb like me, especially in godot
After working on GI-esque 2D Projection Shadows for 20 hours a week / 3 weeks, the solution still seems very distant.
I've decided to temporarily axe this feature and shift focus as most of the game takes place at night anyway, where Godot's 2D light system already looks great.
I'm trying to do something like I described right now and it has been quite a pain ๐
I've got a sort of depth map being calculated on the fly, but reading that to a ViewportTexture has been a struggle
I still scoop all of the free monthly assets on Unreal Engine Marketplace (or Fab now)
...even though I'm using Godot for the foreseeable future- just in case lol
Credit to the creator of the game as well (I don't believe they're on bluesky):
x.com/JohnMPhillips6
Close-up highlighting the handling of height / depth / x-axis:
(credit @kometbomb on old Twitter / X)
JMP's Scavenger (#AtariST, 1989, unreleased)
The implementation of shadows here is insane for 1989. Admirable and motivating in my (surprisingly difficult) 2024 journey to make similar shadows in true 2D ๐
#gamedev #gamedevelopment #godot #2d #pixelart
Does your shadow implementation "crawl" up things that block the shadow path like this www.youtube.com/watch?v=6wyR...?
Another example: x.com/kometbomb/st...
Just curious as this is something I'm currently exploring for my drop shadows with a similar perspective
So this implementation was a bit hamfisted; just a sprite with modified origins, index and skew.
I've spent the last couple weeks learning about shaders and the overall rendering pipeline. I'm now working on something more like multi-pass post processing with #godot viewports and depth maps
For fun or to just get something out there, using premade assets doesn't matter at all!
For something you want to release commercially, its also fine to do, but you might get some audience pushback without some sort of artistic "spin" on them. For 3D, post processing / shaders are super powerful
The issue with 2D Pre-made Assets (imo) is its a lot harder to put a "spin" on them that makes it look like you didn't just copy/paste everything over.
In 3D, post-processing effects and some simple tweaks can work wonders in making pre-made assets look like "yours" and fit into your aesthetic
Definitely some problems to work out ๐
- Casting shadows on surfaces "logically" behind the tree is hard; with y-sorting alone it's either "on or off" rather than isolated to a certain area
- Tried Polygon2D in hopes the "x-sorting" would be more precise; no dice
- investigating further solutions
Working on 2D Orthographic View "Cast Shadows"
#godot #gamedev #shaders #pixelart