Anonymous asked:
WELP
I guess tumblr might be sentenced to slow death now. Just how many times will this cycle repeat? And tumblr didn’t even bother flagging any of my content despite it being obvious gamedev porn.
I’m moving along with fellow devs to twitter for the time being. I don’t have enough energy and momentum to build another following, so yeah, I’m basically fucked.
If you want to keep in contact here’s my new twitter https://twitter.com/DementiaDev
Sorry. I didn’t have enough time to keep the blog updated recently.
Thanks! I’m not using any engine, just coding in C++ with Visual Studio (without Intellisense though, I’m not patient enough for those horrible loading times) and using SFML as a framework. For graphics it’s usually paint, sometimes with help from aseprite and gimp.
It seem unreasonable, but there were no good options in this niche and for a long term project (Game Maker is too slow and doesn’t scale well, Unity is bloated and Unreal wasn’t open at the time).
And what engine would even allow you to plug your game into a metaheuristic to generate some cool combat scenarios?
Having so much visual progress to show feels like a rare astronomical event to me. And I don’t even remember when was the last time I made a new asset for the game, excluding shaders and particle settings.
Behold, the power of particle parallaxing.
Level prototyping is fun
Finally found a natural distortion algorithm
kgblagden asked:
Hands down Super Metroid. Except for a few segments, the world design is really well thought out. The depth of movement is mindblowing, and each time you learn something new, it changes your playthrough. Compared to Zero Mission, you could say it’s a more “wild” experience with lots of freedom and options to bend the game to your will. This game also made me realize how much you can do without using any quests, cutscenes and dialogues for storytelling, which instantly made me gravitate towards the genre as a gamedev.
I love Metroid Prime 1 and 2 for immersion and art direction, while gameplay seems to be the opposite of where I would like to go (especially in the first Prime).
First Metroid is also great because it breaks so many game design rules to the point you question yourself “Am I actually supposed to be here?”. It has its own charm because of how it was designed with exploration instead of streamlining in mind.
overlordofmassdestruction asked:
Thanks!
It was hard getting started for technical reasons, but now it’s rather easy to add stuff to the game. However I’m struggling with worldbuilding and design instead, which causes me a lot of headache.
It’s pretty fun overall, as I get to experiment with emergent gameplay with hilarious results, and also I have some goal to focus on whenever I find time and motivation to be creative.

