While refactoring and optimizing atmosphere rendering I've improved accuracy of atmosphere raymarch and to balance it out I've hooked up one parameter for artistic control to increase variability between zones.
#Precursor
#pixelart
#indiedev
#indiegame
#screenshotsaturday
After watching quite a lot of footage I've concluded that lightning intensity change is tied to positional change as lightning "searches" and connect through clouds. So here have some storm above city.
#Precursor
#pixelart
#gamedev
#indiegames
#indiegame
Doing a quick pass on building damage visualization, especially focusing on lower intensity, large scale damage from shockwaves (the core of the explosion is ignored here). Glass is now destroyed more easily than other materials.
#pixelart
#indiegame
#indiedev
Siege emitters in Anti fortress configuration are quite efficient against buildings (and later on against underground structures once I implement them).
However due slow tracking and fire rate they are less than optimal in many other situations.
#Precursor
#pixelart
#gamedev
Energy shields, instead of deflecting incoming projectiles, disintegrate them. Explosions get dissipated. All energy signatures are evaluated, which generates counter strike tokens (WIP name). They will be used for various abilities
#pixelart
#vfx
#gamedev
#indiedev
#indiegame
This is very WIP but I have flight to catch and I wanted to post something. Infiltrator Burst emitter, finished version during next week.
#Precursor
#pixelart
#gamedev
#indiedev
Kinetic barriers act as a smooth, hard surface, causing projectiles to ricochet. Directional focus improves it further and pretty much turns it into a deflector as long as the projectile doesn't explode on impact.
#screenshotsaturday
#pixelart
#gamedev
#indiegame
#pcgaming
This will do. High intensity damage should now be resolved properly. I had to fix a few things, polish a few others and while at it, I added a few more details.
#pixelart
#indiegames
So, last one, because I finally figured it out, after approx three days, I now know how to make and render trees that meshes well with the current graphic style, that does not produce too much visual noise, and can easily be made and shaped
#pixelart
#monogame
#gamedev
#indiedev
Trees can now lose leaves to shockwaves. I have to finish a few things (like tree stumps). Then we will take a look at something more fun, like a new energy type and the first set of related modules and abilities.
#gamedev
#indiedev
#indiegame
#pixelart
This is most likely going to be my last post before Christmas, so I wish you a Merry Christmas. May the days ahead bring a brighter future.
#pixelart
#indiegame
#Christmas
I am working on something that should be done later today, but in meantime here is unrelated "behind the scene" G-buffer - Diffuse only during explosion (so you can't even explosion as that's different pass, but you can see the impact)
#pixelart
#gamedev
#indiedev
#indiegame
More on clouds, I am going to call it close enough for now and move to atmosphere itself and then do another pass on clouds, then weather generator and then one more pass.
#Precursor
#pixelart
#gamedev
#indiedev
I've completely rewrote bloom postprocessing. It can now "catch" single pixel details while wide radius is softer than before. Secret ingredient is one upscale step, finding local maximum (3x3) and then downscaling.
#Precursor
#pixelart
#indiedev
#indiegame
#screenshotsaturday
Quick stab at clouds shadows. (Atmosphere sim is sped up considerably, so it can seem slightly wonky, don't worry about it too much, also occluding clouds are mostly outside of view). Also it forced me to fix one inaccuracy, yay
#Precursor
#pixelart
#gamedev
#indiedev
#IndieGame
Trying to activate an ability/module that's on cooldown now pulses remaining time next to the cursor. I also made some icons, cleaned up some code, and implemented one robust ability/gui system.
#Precursor
#pixelart
#gamedev
#indiegame
How I feel regarding drama about damn Blue check while all I want are sharper gifs/videos ->
Anyway, beam overhaul is still very much WIP, but getting somewhere.
Finished shield collapse/activation effects, at least for energy shield. Note: Infiltrators can technically use shields, but they are better as armor tanked.
#pixelart
#gamedev
#indiedev
#indiegame
Minor change to ember/ash particles (actually any particle that has off center rotation). Center offset kicks in over short duration, which lets me spawn them at exact pixel, so here they match little humans when getting disintegrated.
#pixelart
#indiegame
Type-5s, first siege hull, specialized at breaking unbreakable. Within next two days we will take a look at some new tools that comes with this class.
#Precursor
#gamedev
#indiedev
#indiegame
Ok, particles with vector fields and matching distortion is winning combination for trails, I am satisfied with result. Next on the list: Buff / Debuff system
#Precursor
#Pixelart
#gamedev
#indiedev
Buses! Dropping off people at bus stops. Also traffic now obey speed limits according to area type (slowing when entering city, village, etc). Also also all vehicle assets reworked to be at correct scale (+/- pixel)
#Precursor
#pixelart
#gamedev
#indiedev
#indiegame
Lot of work done on deployment system. So how is this going to work (since there are few changes compared to the original plan, but I believe it's a massive improvement).
Depending on the number of your active bays, you can deploy multiple ships to different places, travel time
Just wanted to destroy something and perfectly fair fight between tier 1 units vs tier 3 ship seemed fine. Back to work on orbit view.
#Precursor
#pixelart
#indiegame
This is, of course, wip, but let's see how it goes. Trees near the game plane are going to be destructible. There were multiple ways to approach it, including simple softbody simulation, however, I've decided to stick with the hybrid approach.
Most of the heavy lifting is done
Quick test of the new damage model (and reason why I needed combat text for debugging). There is quite a lot to unpack, if you won't read this, I won't blame you.
Armor penetration is now a thing, and AP/APHE projectiles can exist. A new module system is in place, module shapes
Prototyping some tech for Energy beam rendering, which is most likely going to be theme of follow up week as well. I didn't expect to use Hull and Domain shader stages in pixel art game, yet here we are.
#pixelat
#vfx
#indiegame
Some chill campsite and short term roadmap, that will happen in random order:
Finishing hull Type-3A
4th Plasma Core ability - 1st advanced field manipulation module
Some new environment assets (foreground)
#gamedev
#indiegame
#indiedev
#pixelart
Alright, the last one on this topic as I think I now have all individual parts working, so I am going to be making assets for next few days, replacing current 2D terrain tiles with 3D ones.
#Precursor
#gamedev
#pixelart
#indiedev
#monogame
Things still unfinished but it can wait for later.
Anyway, crafting new hulls is going to require significant resource and time investments, it can take from several ingame days up to few weeks to build something like this (equipment not included).
#Precursor
#pixelart
I was doing bit of an overhaul for planes (unifying them with rest of physics) and to make sure Ai will be fine flying them I've implemented simple player controller to test it.
#pixelart
#screenshotsaturday
#gamedev
#indiedev
@JanOrszulik
This looks incredible. The trees, grass, mist, clouds, lightning, fire, cars, projectiles ricocheting... very impressive. Those are people running around?
Type-5s now has missile bays in 2x4 configuration, two loaders each. Missiles can now also have hybrid trails. Launcher tubes can now have specified launch direction allowing designs that launch underneath.
Shockwave force somehow got out of whack and will be toned down. Hooked
As promised, here is a short walk-through on how dissolve shader for trees works. Since this isn't an ideal platform for tutorials, I will keep it really short. Consider it a general concept, it's simple anyway. 🧵
#indiedev
#gamedev
#pixelart
The storm is clearing, and sun is rising. Due to popular request and extensive research of the market, I've decided to remove all violence and hostilities from Precursor. Rebranding it as a peaceful farming simulator.
#pixelart
#screenshotsaturday
#indiedev
#indiegame
#gaming
Third Plasma Core ability - Plasma spike, consume all counter strike charges (displayed at aim crosshair, max 4, generated by various sources).
Per charge firing projectile piercing up to 2 targets, applying plasma burn debuff.
#screenshotsaturday
#vfx
#gamedev
#indiedev
All digital distribution stores should start displaying the price of a product as the actual price of product + store's rev share cut. So people can see how much they are actually paying for the game and how much they are paying for downloading and purchasing from the store.
Small trivial change: I've replaced randomly generated star field with real positions of about 9k most visible stars. Orientation is most likely wrong but I will look into that later.
#Precursor
#gamedev
#indiedev
#indiegame
I am not a big fan of Combat Text outside of MMORPGs, however I am going to need it for what I am about to start testing, at least in a dev environment (and I have several ideas how to include it in the game in a way that would make sense).
#pixelart
#indiegame
#gamedev
Small change that let me spawn some particles within and outside of building, I think I like this split way more than spawning all of them outside. It's not so "flashy" but to me it feels way more grounded, interesting and realistic (ratio might change).
#Pixelart
#monogame
On the one hand I don't think these fire rate settings are correct, but on the other, I am glad to see that my particle systems, lighting system, and performance in general are doing pretty well.
#gamedev
#pixelart
#indiedev
Snow - step 4
Snow volume now respects the waterline. I've spent some time getting bit of the "glitter" effect caused by snow crystals, but I've concluded that it generates too much noise at this resolution.
#pixelart
#indiegame
#gamedev