🌿Verdansa - Scenery test🌿
- Pando’s Kingdom -
(alpha footage)
Coming soon to PC (and consoles too if we’re lucky) 🕹️
Approaching 3 years of work on this project (takes a long time doing everything solo)
Feels so good to finally be able to start showcasing some stuff!
Here’s an asset test of some 2D scenery in a 3D camera matrix (fancy term for using 2D parallax layers in a 3D space / perspective generated using code) in a concept level
Welcome to Verdansa
Music courtesy of @fthmlss - Cycles is out now go give it a listen cos it’s mint
#gamedev #indiegame #indiegamedev #videogames #videogame #gamedevelopment #art #animation #platformergames #metroidvania #artoftheday #gamemaker
The sun rises on Pando’s Kingdom…
🌿🌱🌿🌱🌿🌱🌿🌱🌿🌱🌿🌱
Coming soon to PC 🎮
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#indiegame #indiegamedev #cosygaming #videogames #metroidvania #PandosKingdom #gamedev #gameart #digitalart #animation #anime #handdrawn
🌊
Been dabbling with some more in-depth graphics programming recently, here’s how I built a relatively simplistic 3D water material for my game using vertex buffers and GLSL shaders
(Fluid simulation is an insanely deep topic of computer science, this is by no means a true fluid simulation, but lord it do be blue and splashy)
#coding #graphics #shaders #gamedev #graphicsprogramming
POTION FLUID DYNAMICS 🧪 [test 1]
motion of the potion coded in GML ⚗️
parabola I hardly know her
#gamedev #graphicsprogramming #gameart #gamemaker #gamedevelopment #animation
Potion Sprites ⚗️🧪✨(first batch)
About to start coding these bois up, to add some dynamic liquid behaviour! 🌊
Happy Saturday 🌱
#gamedev #gameart #digitalart
Solving Slopes part 1 🌱
After weeks of pretending to understand physics papers I found on Google, I thought it would be fun to document and share the solution created for handling slope physics in Pando’s Kingdom
I had a lot of fun making this post so maybe this could become a little series on some interesting game development bits
In part 2 I’ll cover preserving momentum when launching off ramps as I didn’t quite manage to fit that in on this one
Generally for static collisions, a tile-based system is much more performant, but this approach allows for collisions with moving objects, which would be a lot more involved to build in a tile-based system (but possible!)
Any devs who stumble across this and have questions please feel free to get in touch via DM
Please note that all graphs and illustrations aren’t to scale
Hope you enjoy!