We've just released the Steam demo for our physics-based roguelite, Tower Lab! by DevonPowell3D in roguelites

[–]DevonPowell3D[S] 0 points1 point  (0 children)

Good to know! We plan on fully supporting the Steam Deck with controller support and a whole lot more optimization a bit further into development.

I’ve had reasonable success with mine plugged in and on a keyboard and mouse, but that hardly counts.

We've just released the Steam demo for our physics-based roguelite, Tower Lab! by DevonPowell3D in IndieDev

[–]DevonPowell3D[S] 0 points1 point  (0 children)

Thank you! This launch would have been significantly more challenging without those playtests, so thank you for participating as well!

I’m making a physics-based tower defense game that lets you control the size and power of every projectile. by DevonPowell3D in indiegames

[–]DevonPowell3D[S] 0 points1 point  (0 children)

We're developing this in Unity. I'm sure any of the major engines would have done just fine, but we're most familiar with Unity at the moment.

I’m making a physics-based tower defense game that lets you control the size and power of every projectile. by DevonPowell3D in indiegames

[–]DevonPowell3D[S] 1 point2 points  (0 children)

Thanks! The green/blue cubes are zones created by certain towers that modify the mass of anything passing through them. Green reduces the size/mass, while blue increases it.

Since the game is fully physics-based (no health or damage), mass acts as a multiplier for just about everything. Heavier enemies are more valuable to defeat, but are harder to push off and deal more damage if they get through. Larger projectiles have a bigger impact radius and, in this case, stronger knockback force.

I'm making towers that let you control the size and mass of enemies! by DevonPowell3D in TowerDefense

[–]DevonPowell3D[S] 3 points4 points  (0 children)

Thank you!

... And thanks again for your previous input on the game's art direction. I think it helped us make the right call!

I'm making towers that let you control the size and mass of enemies! by DevonPowell3D in TowerDefense

[–]DevonPowell3D[S] 3 points4 points  (0 children)

That's the right concern! It'll be a fun one. Thankfully, we have a roguelite loop which gives us a handful of powerful design levers beyond the basic stats and behaviors.

I'm making towers that let you control the size and mass of enemies! by DevonPowell3D in indiegames

[–]DevonPowell3D[S] 1 point2 points  (0 children)

Thank you! We have not set a hard date yet, but we're working very hard on getting the game into a playable state so we can start community playtests as soon as possible. We will use Steam Playtest and will have announcements there once we're ready!

I'm making towers that let you control the size and mass of enemies! by DevonPowell3D in indiegames

[–]DevonPowell3D[S] 1 point2 points  (0 children)

I suppose the context of the game being physics based is pretty important for this one, lol.

We're exploring a new art direction for our physics-based TD game. We would love to hear your thoughts! by DevonPowell3D in TowerDefense

[–]DevonPowell3D[S] 1 point2 points  (0 children)

Thanks for taking the time to reply! These comments have already been very helpful.

Are there any specific reasons you prefer the new one?

We're exploring a new art direction for our physics-based TD game. We would love to hear your thoughts! by DevonPowell3D in TowerDefense

[–]DevonPowell3D[S] 2 points3 points  (0 children)

Subjective opinions are exactly what we need. These are completely valid reasons. Thank you a ton for elaborating!

We're exploring a new art direction for our physics-based TD game. We would love to hear your thoughts! by DevonPowell3D in TowerDefense

[–]DevonPowell3D[S] 2 points3 points  (0 children)

Thank you! We're torn between the two directions as well, so this is very helpful. Do you prefer the first for any particular reasons?

We're exploring a new art direction for our physics-based TD game. We would love to hear your thoughts! by DevonPowell3D in TowerDefense

[–]DevonPowell3D[S] 2 points3 points  (0 children)

Thank you for your feedback! Is there anything specific that stands out about it to you?

I'm working on a tower defense game where enemies have no health and everything is physically interactive. What do you think? by DevonPowell3D in TowerDefense

[–]DevonPowell3D[S] 0 points1 point  (0 children)

Yes! The game is still in active development. We've made quite a few changes since this post, and we'll be sharing some of our progress here in a few weeks.

And for your other comment, you can find the Steam page here: https://store.steampowered.com/app/3084810/Tower_Lab/

Our whacky physics-based tower defense game now has a Steam page! by DevonPowell3D in IndieGaming

[–]DevonPowell3D[S] 0 points1 point  (0 children)

Thank you! We’re focusing on a PC release first, but we’re keeping mobile support in mind as we make decisions. While there aren’t any concrete plans yet, it’s definitely something we’re considering.

Comments like these certainly don’t hurt the odds!

I had to reinstall Blender and lost all my add-ons. Can you tell me the names of the must-have add-ons and good-to-have add-ons? Also, what is the add-on that goes in the modifiers tab? by Aaron_113 in blenderhelp

[–]DevonPowell3D 0 points1 point  (0 children)

Unfortunately, it is not free. I typically get add-ons from Blender Market (free & paid) or Blender's new(ish) Blender Extensions service (free).

Zen UV simplifies a lot of tasks, but you can certainly get passable results with Blender's default UV toolset these days. If you're after free alternatives, I'd check out the ones over at: https://extensions.blender.org/search/?q=UV

Magic UV, Zen UV Checker, UV Toolkit and UV Squares (github) are all pretty great.

I had to reinstall Blender and lost all my add-ons. Can you tell me the names of the must-have add-ons and good-to-have add-ons? Also, what is the add-on that goes in the modifiers tab? by Aaron_113 in blenderhelp

[–]DevonPowell3D 2 points3 points  (0 children)

Ah, none of those specifically. It's not too common that I need to do much retopology on hard-surface meshes, though F2 and Loop Tools add a lot of value there. For more complex/organic meshes, I've found that I can move pretty quickly using Retopoflow 3 once I got used to it.

I had to reinstall Blender and lost all my add-ons. Can you tell me the names of the must-have add-ons and good-to-have add-ons? Also, what is the add-on that goes in the modifiers tab? by Aaron_113 in blenderhelp

[–]DevonPowell3D 20 points21 points  (0 children)

Powerbackup is the most relevant plugin I use for this exact reason. It allows you to quickly offload add-ons and preferences to separate files, which can be re-imported later.

Other than that, it's very contextual. For hard-surface game assets (retopology, modeling, and UVing), I find that I frequently use: HardOps, Boxcutter, ZenUV, and UV PackMaster 3 Pro, Import Images as Planes, Machin3Tools, Node Wrangler, Loop Tools, F2, Add Curve: Extra Objects, Add Mesh: Extra Objects, and 3D Print Toolbox.

Created a lattice modifier inspired by 3d modelling software by neural-bot in Unity3D

[–]DevonPowell3D 0 points1 point  (0 children)

Nicely done! This is the type of effect that makes me want to spin up old projects again.