There's, uh, more enemies now... 💀
What weapon should I add next? I need something stronger, there might be even MORE enemies coming!
#gamedev
#indiedev
#rustlang
I released my first game on Steam a few weeks ago! 🥳
Among the 80 reviews, players describe it as:
"Fun little game with room to cook interesting builds"
"Vampire Survivors at home"
"weird take on wasting my time lol"
#gamedev
#indiedev
The skeletons are lit 🔥💀
Flamethrower suggested by
@VallentinDev
! Sadly I don't have the ignite perk, so we're not at full power yet. WHAT'S GONNA BE THE NEXT WEAPON?!
#indiedev
#gamedev
#rustlang
I've been playing a lot of
#Archvale
and
#TinyRogues
recently. Their weapon animations look so freaking nice, I just had to do something similar in my game!
(Music by
@Popskyy
)
Excellent article by
@AdventureMtn
!
I spent over a year working on my previous game (Tiny Survivors). The biggest mistake I made was committing to finding the perfect game design, which resulted in A LOT of scrapped features and content. By the end of
I placed two ads in my previous game (Tiny Survivors) for my next game (GUNRUN). One on the pause screen, and one on the Steam page. Here's how those are performing.
#gamedev
#indiedev
Copied the shadows over from Tiny Survivors. I love how good it looks for how little work is required. Just render the sprite again with a skew.
Here's the matrix: [1.0, 0.0, 0.0, 0.5, 0.6, 0.0, 0.0, 0.0, 1.0]
#gamedev
#indiedev
#rustlang
Ok, entire game now runs at a fixed timestep (80fps) with interpolated rendering on a few objects (bullets, camera, player movement). Here's what that looks like!
Timestep might change if I need faster bullets.
#gamedev
#indiedev
#rustlang
Thanks everyone for playing the GUNRUN demo!
I have endless ideas for cards, enemies, crazy weapons, special events, juice/graphics, QoL, and better performance!
The focus right now is to increase replayability.
Building anything substantial requires both effort AND time.
I used to get really hyped about an idea, grind on it for 2 weeks, and then give up because I didn't see the progress I was expecting.
Give it another 6 months and see how you feel.
Wrote a spatial partitioning DS in
#rustlang
. When I need to know if an object is touching another object, I can use this DS to vastly reduce the number of distance measurements I need to perform.
This is 50,000 entities being inserted and queried in under 3ms.
Part of the reason my game (GUNRUN) is so performant is because of spatial indexing data structures. I mirrored a Stack Overflow post a while back with a lot of great information about them.
#gamedev
#indiedev
I'm releasing a game this year!!
It's a bullet heaven with INSANE mob density, endless build variety, and a freaking dash button. Who doesn't love a dash button??
Wishlist Tiny Survivors on Steam!
Spending a few hours tonight to make a new Steam trailer for GUNRUN. Now's your chance to go look at how bad the current one is! It's a repurposed Twitter video because I was rushing to get the demo ready for Bullet Heaven Fest.
GUNRUN's incremental compile time is currently 1.5 seconds on average. ~12k lines of
#rustlang
.
Not terrible, but I've also been very careful about avoiding dependencies that BALLOON compile times.
This is on a Ryzen 7 3700X. Going to upgrade to a newer Intel in a few days.
Don't know if I'm going to keep them in the game, though. They blend into the horde late-game and don't feel mechanically interesting enough when you're killing thousands per second.
Just watched a great game design talk by
@Rob_Pardo
. He goes over a variety of topics. The one that sticks out to me is "MAKE EVERYTHING OVERPOWERED", or balance by buffing, not nerfing. Going to keep this in mind.
Design-wise this is a nice control scheme and solves some problems I've been thinking about, but it also makes me sick after a while lmao. Probably won't keep it.
Over 200 people have put their names on the leaderboard since the wipe on Monday! 🥳
The ability to watch anyone's replay has been surprisingly helpful for finding bugs and balancing the game.
Here's the current
#1
player "Pommes" replayed at 8x speed.
Blackhole idea by
@RetroBreezeYT
! I think it's going to be really fun, too. Enemies being sucked in are flying at you FAST, so you have to either dodge or shoot them. It's high-risk, high-reward.
What's the next weapon?!
Changed the linker and upgraded my hardware to get GUNRUN compile times down. The game is about 12k lines, written in
#rustlang
.
Went from 1.5s to 1.2s by switching to lld for linking.
Went from 1.2s to 0.7s by replacing my Ryzen 3700X with an i5-13600K.
Working on a pixel art game? Don't settle for nearest neighbor sampling! Improve your game's visuals with very little effort by implementing "edge linear" sampling. Check this out:
@Borausky
When I find the time, I think I'll write up a blogpost or something. There's no magic here, just tradeoffs. Writing it in Rust helps a lot too. I tried to do this in TypeScript and in some cases it ran 5-10x slower.
@theNAKAMI
A lot of people are asking for Steam Deck support so I think I'll get one at some point. I wonder what the process is for getting a devkit. 🤔
The game's changed so much in the past week.
Now, you gain additional weapons by recruting new characters into your party, and equip them with ridiculously powerful upgrades!
#screenshotsaturday
I've been pretty careful about which dependencies I use. If there are multiple crates that do roughly the same thing, I'll pick the one that affects compile times the least. Some crates I avoid altogether (like serde).
The world in this game is infinitely explorable. My trick for filling the world with an infinite number of enemies is to wrap the grid of enemies around the player as they move. The wrapping is really obvious on this tiny grid.