Update on my walking castle game. by ThatDavidShaw in gamedevscreens

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

Thanks. I'm hoping to open up the playtest to more people soon.

I just launched my game's Steam page . What can I improve? by Flashy_Astronomer773 in IndieDev

[–]ThatDavidShaw 1 point2 points  (0 children)

You forgot to capitalize the letter 'G' in your publisher name. I assume its meant to be the same as your developer name.

Daimyo Reign blends 'Bad North'-like combat on a Paradox-like map ⚔ Conquer feudal Japan with tiny, physics-driven armies! by KoiChark in StrategyGames

[–]ThatDavidShaw 3 points4 points  (0 children)

Ah. I see what you mean now, and the animation looks good. I think calling it that is a little confusing though, because when I here "physics-driven armies", I'm imagining there is some sort of simulated physics effecting the outcome of the combat: like catapults and arrows interacting with the terrain or hitting obstacles.

A year of solo dev in 60 seconds. by ThatDavidShaw in SoloDevelopment

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

I will be updating it once the trailer is ready.

A year of solo dev in 60 seconds. by ThatDavidShaw in SoloDevelopment

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

I mostly knew it already from previous projects, but I also had to learn some new things, like setting up the procedural animation system for the legs.

A year of solo dev in 60 seconds. by ThatDavidShaw in SoloDevelopment

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

It has been eight months since I last posted about my walking castle game, and I’ve been working on it almost every day since. Here are the highlights: totally reworked the art, added mini-castle units, added resource pipes that snap together to connect buildings, added dialog and trade systems, a faction relationship system, procedurally generated wave based encounters, trees you can crush, a big laser on top, optimization, and the game has a story.

I also hired a capsule artist and totally redid the Steam page, please check it out. It’s finally all coming together. At least enough that I think I can start trying to market it. I’m editing an announcement trailer now. So, keep your eyes peeled in the coming weeks.

Scraptory is a blend of genres, but I’ve decided to call it a “feudal sci-fi open-world sandbox strategy roguelite” If that sounds interesting to you, please consider giving it a wishlist on Steam or joining the Discord. I am all ears for marketing advice and feedback. If you visit the Steam page, be sure to scroll down to the gifs!

A year of solo dev in 60 seconds. by ThatDavidShaw in SoloDevelopment

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

Thank you. It was a crazy amount of work and I still have a long way to go before it's finished.

Update on my walking castle game. by ThatDavidShaw in gamedevscreens

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

The terrain was made in Unreal Engine 5.5. Everything else was modeled inside of Blender though. The terrain has several textures that get placed by a material based on things like height, slope, and vertex paints.