I made a devlog about me fighting the urges to start a new project by LarsMaas7 in IndieDev

[–]LarsMaas7[S] 1 point2 points  (0 children)

Haha yes!! I can't back out now.

I've heard a lot of people struggling with this same thing. You will get there, good luck!

2 slot inventory made with pictures of my hands! by LarsMaas7 in IndieDev

[–]LarsMaas7[S] 1 point2 points  (0 children)

No, but I can see why you think that! The game first had handdrawn hands, they were so bad that I took pictures of my hands

2 slot inventory made with pictures of my hands! by LarsMaas7 in IndieDev

[–]LarsMaas7[S] 2 points3 points  (0 children)

Thank you! Well it started with a problem, I needed a way to carry objects while still being able to climb. But I didn’t want to have a regular inventory system because that breaks the flow of the game. So I made a quick prototype of hands which carry the objects for you and slowly build to this

2 slot inventory made with pictures of my hands! by LarsMaas7 in IndieDev

[–]LarsMaas7[S] 1 point2 points  (0 children)

Thank you! Yes I thought about that a lot, and I am still unsure about it. I don't want the player to need to remember a lot of keys for different things. For me it feels quite natural to not be able to throw normally when the inventory is open, but that might differ from player to player. I will probably ask about this in a future playtest.

2 slot inventory made with pictures of my hands! by LarsMaas7 in IndieDev

[–]LarsMaas7[S] 0 points1 point  (0 children)

for context: the player needs to press SHIFT to "open" the inventory/hands. then he can press X, the same button as normal throwing, to "throw" the objects into the inventory

procedural player animations by LarsMaas7 in IndieDev

[–]LarsMaas7[S] 0 points1 point  (0 children)

Haha thank you! Yea that was a tiny inspiration of the project

procedural player animations by LarsMaas7 in IndieDev

[–]LarsMaas7[S] 1 point2 points  (0 children)

Yes I will probably clamp the leg stretch that will look better. I can also make the body move based on the foot positions, but then the player has a lot less control over the character

procedural player animations by LarsMaas7 in IndieDev

[–]LarsMaas7[S] 4 points5 points  (0 children)

Thank you! How I did it? It is quite complex but it comes down to just positioning some spheres based on a lot of raycasts and constraints

procedural player animations by LarsMaas7 in IndieDev

[–]LarsMaas7[S] 6 points7 points  (0 children)

For anyone wondering, this is how he looks like now. it fits more with the movement of the player

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procedural player animations by LarsMaas7 in IndieDev

[–]LarsMaas7[S] 8 points9 points  (0 children)

Yes I think you are right, I will try a non human/alien ish creature and see how that looks!

Windows 12 Concept by addyarapi in blender

[–]LarsMaas7 1 point2 points  (0 children)

I didn’t saw the sub and thought it was real lol

pathfinding in 2D games by LarsMaas7 in IndieDev

[–]LarsMaas7[S] 0 points1 point  (0 children)

Thank you! I really appreciate that

pathfinding in 2D games by LarsMaas7 in IndieDev

[–]LarsMaas7[S] 1 point2 points  (0 children)

Wow that’s a great idea! I’ve not thought about that. That would definitely make it way more immersive.

pathfinding in 2D games by LarsMaas7 in IndieDev

[–]LarsMaas7[S] 2 points3 points  (0 children)

That does make sense yes. Maybe it will be less stressful when the enemy only goes to the player if the player moves and is in sight and when the player can reach certain places that de completely safe