working on the map system again. previously I was drawing individual sprites by tracing over the level geometry - now I'm creating the entire map out of actual polygons. it's a much faster workflow, plus it allows for SVG-style lossless zooming
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don't worry if I ever go quiet, just means I'm cooking
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my audience is much smaller than Kaze's, but I've only ever seen positive reactions to Azaran's janky low poly graphics where all my haters at??
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Just thinking of that time when Nintendo locked Slippy Toad On-Foot Bazooka Mode behind one of the hardest challenges on the N64, meaning most of us never even saw it 🥲
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remembering that time I came up with a method for faking pre-rendered backgrounds
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the older Zelda games had distinctive "zoom regions" where the camera pulls in or out depending on how cramped or open the space was - independent of camera collision. Not only practical, the effect gives a cool cinematic and extra-polished kind of feel
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🕹️Game: Azaran - Islands of the Jinn 🛠️Tools: Unity, Blender, Affinity, Ableton Live 🚀Started: January 2024 🎯Release: 2026
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This is how I find bugs. I call it "chaos testing"
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minigames?!
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Heh thank you! I was originally making a Chameleon Twist clone, but there wasn't much love for it. Maybe one day I'll give this project another look! 😆
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Here it is, the most boring gamedev thread I've ever made. This one covers the glamorous topic of Autosaving, Void-outs, Death, and Respawning 🧵
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with a few physics tricks and lies, you can sure make it *look* like this is water
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A thread on how I animated a lil crabby sandworm entirely in code! Firstly in Blender I made some simple low-poly body pieces. The blinking eye is achieved by offsetting UVs, it's a technique I use a lot
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on the topic of what constitutes "polish" - for me it's about cleaning up those tiny blips and bugs that on their own can be missed or forgiven, but in aggregate give an impression of lower quality here, when the player enters a new area, the cutscene ends when Zayd comes to a standstill. If you're holding the stick, ready to run, he stops and then immediately starts running again, which causes this fraction-of-a-second pause in the animation. You can see it twice in this video - the first time when he enters the hut and pauses on the green carpet, and then again when he exits onto the deck. Ideally, if the player is holding the stick when the cutscene ends, Zayd won't come to a standstill, but instead will transition seamlessly from cutscene-running to player-controlled running. it's such a tiny visual glitch, and on its own not worth the 15 mins it will take me to fix it. I might even decide to not fix it after all. But this for me is a classic example of "polish"
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here's a great example of "zoom regions" from the Deku Tree. Did you ever notice this?
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in gamedev stuff always looks dumb before it looks cool. here's a big dumb capsule man. he doesn't get to be in the final game, but his role is still very important
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been tweaking combat this week, definitely tricky to get feeling good. I've added some iframes to backflips and sidehops to give them a bit more utility
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the Steam page for Azaran: The Demon Bottle is now live for wishlisting and all that good stuff! link below 👇