Started on this little grounding mesh skirt generator thing. Generation only runs in the editor to keep it fast at runtime, and can make collision meshes too opposed to a shader approach.
Trying my hand on something new. This handiwork requires a very hands-on approach. But itβs still easy for things to get out of hand. Getting it under control will require delicate handling.
Watch added!
I think the first few (tutorial-ish) levels wonβt have a timer and the timer only appears once you find the first watch. (which does tell the correct time)
I just started messing around with Extreme Forklifting 3, it's going to be a fairly realistic forklift simulator but with a very silly player character.
Hey
#PitchYaGame
Super Adventure Hand is my horribly handsome hand game where you play a hand out on a quest to find its lost arm⦠and maybe get revenge on those nasty feet.
Itβs a 3D platformer with more grip than ordinary.
I'm doing some early experiments with how the game will work once you get armed. If you thought you'd stay a lonely hand the entire game you are mistaken, it will only get weirder, and there's no one here to stop me!
This is probably the best stupid solution Iβve come up with for a long time. I got a request for a left handed hand, but I donβt want to make and maintain two rigs. So I just flip the camera and the controls. It's not stupid if it works!
The touch-pad controls sadly didn't make into the release version of Super Adventure Hand.
They were pretty terrible though.
#terriblecontrols
#IndieGameDev
I needed a simple grassy(ish) ground material and ended up with this that I really like. Two meshes, one opaque and one slightly upscaled mesh rendered with a alpha-clip shader.
#screenshotsaturday
That the flick action works with levers is purely accidental, not an intentional feature. But I love it when systems come together by themselves like that.
Camera obstruction is one of those things that's always hard to get right. I probably want the camera to move in when covered by a large static object, but it easily gets chaotic for smaller moving objects. Fading them out with some alpha-clip is the common solution, mostly fine.
I'm working on a feature requested by the demo players, being able to view the leaderboards from the level selection screen, not only after completing the level.
#screenshotsaturday
Remember fellow giraffes, if your load is obscuring forward visibility you need to travel in reverse!
Follow me for more useful (and sometimes true) forklifting tips.
Not had your Payday yet? Super Adventure Hand also launched today and you donβt need to rob a bank as itβs just $12.99! That's just $2.60 per finger! β
Added some platform shoes (ok boots) to my handy platform game. While you enjoy that incredible pun why not wishlist it or try the demo!
#wishlistwednesday
Added the fork leaf chains, still need to figure out how to scroll/scale the UVs and add a texture so they look like chains, but that might be another day.
This forklift will have separate cylinders to extend the mast.
First pass at slippery surfaces.
It was a little tricky getting slipperiness working well with the physics, locomotion and animation code, but now itβs working ok and is fairly flexible.
The tweaking of controls and camera just never stops. This mode is unlikely to be the default one, but Iβll probably keep it in the game as an option in some form.
Yass! Weβve sold over half a million copies of MO on the digital stores! Was not expecting that when I started on a silly little moving simulator back in 2016.
(Weβve sold a lot of physical copies too but the exact number is a little unclear at the moment)
We've officially sold 500,000 digital copies of Moving Out! π₯³
Thank you to everyone who's bought our game, we really appreciate it β€οΈ
Now we start the climb to 1 million...