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.
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!??
Rediscovered this treasure. My bible circa 2009; discovered I still use most of the tricks I learned from this book today. Animating waves using masks, proper gradients, animation principles, etc. Its advice is still relevant even after Flash's demise.
I had a lot of game ideas I wanted to make in Flash, most of which never escaped their notepad concept. Had a few successes, a Tetris-blackjack combo called DiceJack, and Rawrysaurus, a kaiju game where you escaped from a tidal wave. My first forays into game dev.
Thanks Chris Georgenes.
Now that my indie game has a map and fast travel it is really satisfying to see just how much of the world is finished so far~
I've been called into college to fill in for an animation class. Looks like they're using Illustrator to make art and After Effects to animate. It's pretty early on in the term, so I'll start from the basics to see what they know already. I use Inkscape for Armoured Engines (main art) and Stardust Survivors (icons).
I'm not that familiar with Illustrator; Inkscape is my vector art program of choice. I'm going to be helping out the students with their work, so I've got to familiarise myself with it. There's a few oddities; you have to use a different tool to add nodes instead of just double clicking. But it's functional so far, once I looked up a few shortcuts.
A little snowman should be easy for them to make, simple shapes for a simple character.
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
Used to see a lot of 3D art back on Twitter, glad to see others like @molegato keeping it going on other platforms. If you haven't played their game Frogun yet, go grab it on steam! Great, classy platformer. I love those low-res pixel textures; they tend to come out quite crummy when I try making them, so I appreciate the talent.
I saw one of their tags as "WireframeWednesday", so let's give it a bash. MR's spawning in to blast some crazy alien noggins!
Listening to the Sonic Hysteria soundtrack by NicoCW while I work on Stardust Survivors! Some of the best music from the Sonic fandom. I'm a particular fan of the various Launch Base Zone tracks, especially the underwater variant that builds on the PC marching-band version. The Hill Top / Mystic Cave mashup is also *chef's kiss*.
I’m 34 now! Depression is striking, but we can’t let that stop us from Making (for long)! Bounder Games has been active for a good 10 years, and we’ve still yet to release a fully-featured game (beyond a simple puzzler, Combo Carts). I have to admit, this is a constant blow to my self-confidence. In 2017, we were jetting all across Europe to show off Armoured Engines. But that steam seemed to run out of our indie dream. Honestly, it’s a struggle somedays to even sit at the computer.
Throughout social media I see developers working whole-hog on their games, so many amazing projects that I want to be excited for. Yet that excitement hurts, poisoned by my own inability to do the same. A toxicity of my own making, something I need to work hard to clear out of my system.
We thought switching to a new project would re-light the fire, and it did for a time. But even that stalled out half-way down the track. The development curve is steep, and I’m somewhat at a loss as to how to surmount it.
That’s not entirely true, I do know what the solution is: "elbow grease". Nothing gets done unless you do it. So I’m gonna keep working through my checklists, one step at a time. That’s the only way anything gets made. I’ll make Version 34 of myself better than the last iterations, if only by the merest of margins. That’s enough.
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.