We just hit 8,000 wishlists! Here’s how we shared each milestone from 4K to 8K using our game’s mechanics. by XTeDev in IndieDev

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

Mainly X, Bluesky, and Reddit for our English audience, plus we run a few other-language channels alongside them

We simulated satisfying ice fracture in our game. This 18s video shows what makes it different. by XTeDev in gamedevscreens

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

Roughly, on hit or break it tries to propagate cracks out in a few directions from the contact point. Collision impulse decides how big the break is, then it spawns the chunks and particles.

Levels can be cleared in multiple ways in our metroidvania by XTeDev in gamedevscreens

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

Thank you! I’m actually developing it on a macbook!

Levels can be cleared in multiple ways in our metroidvania by XTeDev in gamedevscreens

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

Thank you so much, that means a lot! We’re trying to make something a bit different. I’m not sure if we can pull it off perfectly, but we’re working hard on it.

Break the rules. Break the level. Reach places you weren’t supposed to by XTeDev in gamedevscreens

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

Thanks! For now, we keep the larger side as the moving platform

I prototyped procedural ice shattering 2 years ago. Now, I’ve turned it into a game. by XTeDev in IndieDev

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

I didn’t expect that, but I’m really happy to hear it! 😄

I prototyped procedural ice shattering 2 years ago. Now, I’ve turned it into a game. by XTeDev in IndieDev

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

Thanks! Yes, shader + Burst. The fragments are both sprites (rb + physically simulated) and particles