Let’s start with what I’m actually working on. Stardust Survivors is a “Survivors” game, a sub-genre made popular by 2022’s Vampire Survivors. If you don’t know what that is, it’s like a twin-stick shooter, except you only have the one stick. The goal of the game is to outlast an infinitely-spawning series of enemy waves by destroying them to level up, gaining new abilities and attacks, most of which auto-fire without your direct input.
At this point, we’d barely touched Armoured Engines in over a year, and we figured a new project would be just the thing to get us out of our rut. Stardust Survivors takes that original concept and puts it into a magical space setting reminiscent of Moon Dreamers and Sailor Moon. The Stardust Survivors are a group of magical girls and boys who protect the energy of planets from the insatiable and unending tide of Constellar creatures.
It’s still early days; we’re mostly working on adding playable characters and abilities. However, we intend to streamline the survivors gameplay with short, 5-minute runs that extend down a rogue-like track. You can try out an early demo that we prepared for a local games showcase on our itch.io page here: https://boundergames.itch.io/stardust-survivors. Can YOU beat the boss!??
Magic Trickery! 🐇🐇🐇🐇 Oldtimer and UFOh My!
WISHLIST Magic Trickery on STEAM! Pretty please and thank you!
hi guys guess what, this game i worked on has a demo coming out soon and you can finally wishlist it on steam !! so if you were waiting please go ahead and do that, and i'll let you know when you can play the demo :---3c
Talking about the level design in ‘Jak & Daxter’ on the PlayStation 2. Source: Official U.S. PlayStation Magazine Demo Disc 51. Support us on Patreon
Here's a weird optical illusion I found while modelling: the two black lines in the center are completely straight, yet there's this bulge in the middle. :'V
Hello GameDevs! I'm Roy from Scotland, an indie dev working as one half of Bounder Games (alongside CodingDino)! You might have seen us at DevCom, Insomnia, and EGX Rezzed.
Currently working on three titles; "Stardust Survivors", a survivors game set in a bizarre space land, "Gobbos, Hunt!", a monster hunting card game, and "Armoured Engines", a wacky side-scrolling tower defense in the wild west!
I'll be posting some of my work here in the future, hope to see all the wonderful things people share here! <3
Wildly different characters (Quark, Dr Nefarious, Andrew Ryan) who share the same actor: Armin Shimerman.
DnD today. Running a party of four through Curse of Strahd. Last session: they entered the Amber Temple and faced off against the encounter in the big room. I always feel as if I'm going easy on them, but I did my best to be ruthless. Yet these are seasoned veterans; they still pulled through. Now after that grueling fight, they have to decide if they want to continue exploring. They're technically a level below the minimum for exploring this dungeon, but I feel like they can handle the rest.
I just hope they remember about the Flaming Skulls :'\
Following on from yesterday's post, another interesting presentation came from Victor Paredes of Moho. Moho is an animation software that does quite a few interesting things with vector art. Two things really caught my eye; the first was pairing recorded "actions" to control bones, causing really smooth 3d motion for 2d objects. Full on head turning for 2d characters can be pretty challenging, but Victor made it look effortless.
The second was "Line Boil", which reanimated the art applied to vector lines, giving it a really nice, natural, hand-drawn look. There's a certain stiffness associated with vector art, and this completely masked it.
I'm gonna keep my eye on it; there's a 30-day free trial if you want to have a go. The demos they had on display were immediately eye-catching, so if you're interested in a bit more "art" on your vector art, give it a gander.
We use Trello for our dev work organisation. It's not perfect, but it gets the job done. Each card is a task, broken down via checklists into steps. It helps us keep track with what the other is doing. When only my face is on a task, I know I can just get stuck in. And if it turns out I can't do it on my own, I just put CodingDino's face on it, make a note, and move on. The cards are useful, but in a great mass they can be overwhelming. Sometimes it's easier to just look at the game and see what's missing. However, a place like this is necessary to write down things you know you should get done sometime, but just not now.
Will all the tasks get done? Heck no! That's realistically impossible; the goal is to HAVE a goal, written down and visible. Otherwise you're just shooting in the dark.
MeaBea 🧡💙