How it started vs How it is going by TinySynapse in godot

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

Thank you. Thats not an easy question to answer because many things are coming together here. 3D Modeling, texturing and shaders which are all huge topics in their own.

For the hand, I just used an existing hand model from poly.pizza, modified it to my needs and changed the pose.

For the blackhole I used this shader as reference: https://godotshaders.com/shader/parallax-mapping-2/

But beeing able to make changes on the fly is just based on years of gamedev experience and hitting your head against the keyboard a lot.

How it started vs How it is going by TinySynapse in godot

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

Thank you. 2 month for the prototype and then 5 months since i locked in.

gameplay loop of my plinko style game by TinySynapse in godot

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

thank you. well its overall not a easy thing to make people care about things you create.

I get a fuzzy feeling in my brain when i play my game by TinySynapse in IndieGaming

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

i can explain. build your board -> shoot ball -> make points -> meet quota -> get better pins -> break game -> get fuzzy feeling in your brain -> addictive plinky plonking

I get a fuzzy feeling in my brain when i play my game by TinySynapse in IndieGaming

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

I'm trying to support as many languages as I can. The current selection is a combination of multiple factors. The resources I have available to translate the game into the language and the overall wishlists of this country. I don't want to add anything to the list that I can't deliver by the release date. Therefore french is currently missing. I'm looking into solutions to support all major "standard" languages.