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Shoddy Game Developer & Artist. Solo developing a narrative-heavy simcade flight combat game in the style of Ace Combat.

The Sky
Joined December 2021
Photo by pluwl (@pluwl)Photo by pluwl (@pluwl)Photo by pluwl (@pluwl)Photo by pluwl (@pluwl)Photo by pluwl (@pluwl)Photo by pluwl (@pluwl)Photo by pluwl (@pluwl)Photo by pluwl (@pluwl)Photo by pluwl (@pluwl)Photo by pluwl (@pluwl)
Clouds have easily been the most time consuming aspect of the project so far. I'm making the old school, sprite-based sort, drawn by hand. A shader lets me control the dark and light parts independently. Next step is to construct a few preset shapes. #gamedev #solodev #flightsim
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Starting maps from scratch again. I checked the scale of what I was producing currently and (pixel per metre), level maps look to be around 3^2 miles total. This is in contrast to AC4's which are around 50^2 miles. You might say that this isn't gonna.... fly.
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Quick shot at a Valkyrie-like. #indiedev #planes
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Yeah, weird. It's almost like every release is overhyped rubbish.
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Sidewinders and target focus nearly done. All kinematic. Local velocity management. Even the gradual uncontrolled spin after cutting out is deliberate rotation lol. #gamedev #GodotEngine
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Nearly finished on condensation particles. Simple GPUParticle systems and flipbooks. All hand-drawn sprites. You can probably tell how proud I am of the airbrake/psm "pop" as I let it go on for the video far longer than it should ever be seen in practice lol. #gamedev #solodev
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Always sucks to find a new way in which I'm curtailed in my quest to stay true to PS2 era dev. Just found that spec textures don't work while per-vertex lighting is enabled (and per-vertex lighting afaik doesn't work in custom shader materials) so once again I am CHEATING.
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Starting on weapons. #gamedev
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at this moment my method of level creation relies entirely on a free website service which, if I'm limited in my usage, may completely derail the entire project.
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I've never seen a nail so precisely struck.
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mfw this appears on my tl after I spent hours carefully researching RAF radio chatter to make in-mission dialogue more realistic:
If ace combat stops being cringe and corny will be the moment that ace combat dies NOBODY wants real life airforce communications to be a part of the game cz shit will be boring as fuck, its like 25% navigating, 25% mission parameters and the rest is situational awareness
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Making some UI concepts for the dialogue sections. Option 1 (feat. placeholder msn man): #gamedev #indiedev
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this ugly gap properly instancing in the fuzz has given me tremendous joy today. doesn't look like much but this is (soon to be randomised) tiled terrain generation functioning exactly as planned.
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Collision heightmap shape and terrain vertex shader sorted. This took all day. Weirdly felt like I was not supposed to be doing what I was doing, despite the buttons and dials all being setup for me to do it... #solodev
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Online .png to .exr converters are returning me extra pixels and ruining my day.
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Today I'm making a fun font.
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Map tiles made up of 232 separate texturebuttons. I didn't want to triple the amount of files so rather than having a new texture for each state, the hover/click highlight is just code which alters the button_normal modulate property. #gamedev #solodev
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Drew a map for the war room wall. #gameart
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Used the same render (edited) for a title screen. #indiedev
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Screw AI, I LIKE coding. I LIKE writing my own code. I LIKE drawing my own art.
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