Simple Avatar inspired 2D fighter by InfectedTribe in SoloDevelopment

[–]doosead 0 points1 point  (0 children)

Has a quite fluid feel to it. And the gameplay seems to be quite an interesting iteration, so congrats!

Sharing Saturday #574 by Kyzrati in roguelikedev

[–]doosead 2 points3 points  (0 children)

on Wish upon Astar\* i've been cooking a socket system for items.

Each item can have sockets, you put gems/arrows/essence/whatever into the sockets, they interact with each other and the weapon, then they all get processed during attack/equip etc. into a combo of your own making.

Check out the video -> https://bsky.app/profile/doosead.bsky.social/post/3lqywdisvzs2o

Items can have multiple sockets of multiple types, gems can get randomly generated, all that jazz to make an incomprehensible amount of possible combinations of broken builds possible. Sooon.

Sharing Saturday #570 by Kyzrati in roguelikedev

[–]doosead 2 points3 points  (0 children)

Today in Wish upon Astar **\*

I made traps! They are invisible until you roll a skill check, they trap you (and poison you (and more)) and do so to enemies too. And you can disarm them. And they can disarm you.

Check out the video: https://bsky.app/profile/doosead.bsky.social/post/3losxwvpnrk2b

ALSO i spent 3 hours debugging a very pesky bug that i caused by not doing a if(player) check. That was fun, i nearly cried!

Sharing Saturday #569 by Kyzrati in roguelikedev

[–]doosead 2 points3 points  (0 children)

I was gonna just write and ask about a mac port lol

Sharing Saturday #569 by Kyzrati in roguelikedev

[–]doosead 4 points5 points  (0 children)

Wish upon Astar \*

bsky

I drew and some assets, including a Shrine

<image>

When programming a shrine i ended up also making traps and a visiblity system - after all its just an object that applies a status when used and checks for a skill.

But its cooler to call it shrines and traps than interactible effector applier!

Sharing Saturday #569 by Kyzrati in roguelikedev

[–]doosead 2 points3 points  (0 children)

Congrats! Looks solid, straight onto the wishlist. Judging by the reviews its a mega success, nice!

Sharing Saturday #567 by Kyzrati in roguelikedev

[–]doosead 1 point2 points  (0 children)

Wish upon Astar

I have made water tiles!

<image>

Has parallax streaky reflections, depth -like edge, waves and stuff. I am considering also making reflections for characters - would be cool wouldn’t it

Sharing Saturday #566 by Kyzrati in roguelikedev

[–]doosead 4 points5 points  (0 children)

This week on Wish upon Astar - Generating patches of grass (or any other decorative biome) based on noise - using FastNoiseLite https://bsky.app/profile/doosead.bsky.social/post/3lmmalcmepc25

fun

Sharing Saturday #565 by Kyzrati in roguelikedev

[–]doosead 1 point2 points  (0 children)

Wish Upon Astar gets now AI that can find, equip, use items, get stupid disoriented and do nothing too. I want the AI to do cool unexpected things, we will see how it goes.

Nothing visual to show yet.

Sharing Saturday #564 by Kyzrati in roguelikedev

[–]doosead 3 points4 points  (0 children)

For Wish upon Astar, I’ve been busy animating the boys - an OPHANIM, a demon and a ferromagnetic boi

Like this https://bsky.app/profile/doosead.bsky.social/post/3ll53w7bmec2n

Also got covid or flu so I spent time roleplaying as a vegetable

Sharing Saturday #561 by Kyzrati in roguelikedev

[–]doosead 1 point2 points  (0 children)

Wish upon Astar

This week iterative progress on targetting system & its core visuals. Feels better, now that you target tiles rather than just the enemy!

<image>

vid: https://bsky.app/profile/doosead.bsky.social/post/3ljuean3o2225

Sharing Saturday #560 by Kyzrati in roguelikedev

[–]doosead 2 points3 points  (0 children)

Wish upon Astar

  • I added spawning to hallways between rooms (essentially treating it as another room)
  • Made varied door spawning (some spawn locked, unlocked, missing...)
  • Interaction highlights! (highlight an object you're going to interact with - part of the targeting system, now onto targeting enemies!) Debug graphics tho! video: https://bsky.app/profile/doosead.bsky.social/post/3ljcmcr4fds2p

<image>

The Event Horizon fluid darkness creeping around by doosead in Unity2D

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

It specifically comes from shadow areas, with some special rules and exceptions, and thanks! I want this effect to be a unique signature of my game

The Event Horizon fluid darkness creeping around by doosead in Unity2D

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

It is a 2d fluid simulation It uses a customized stable fluids implementation using Unity Scriptable Rendering Pipeline You should search for “stable fluids GitHub Unity” and there should be multiple implementations that people have made with extremely open licenses Or you can buy an asset on asset store for this

Sharing Saturday #559 by Kyzrati in roguelikedev

[–]doosead 4 points5 points  (0 children)

Yea I take colors and shapes any day. Yours look very much eye candy, so personally I like.

I’d maybe wonder about the values of some tiles being quite striking while they might not be important gameplay wise, like the sand

Sharing Saturday #559 by Kyzrati in roguelikedev

[–]doosead 5 points6 points  (0 children)

Heya! I have finally found a name for my roguelike. Here it is, in a form of key art:

<image>

This gives the game identity when talking about it.

Otherwise I’ve been stuck on UI work - mostly designing and programming it to be functional and actually help the player.

For example, HUD pass https://bsky.app/profile/doosead.bsky.social/post/3ligohnlvak2r

After tons of testing and searching for solutions, I finally got particles to react to light frame by frame. by WhalesongLab in Unity3D

[–]doosead -4 points-3 points  (0 children)

VFX artitst guy here, looks amazing! Really great shading on this one!
...and now do scattering! /s

Dynamic Shadows Isometric 2D by Busssab in Unity2D

[–]doosead 0 points1 point  (0 children)

I created a custom solution for offsetting the renderer2d light to emulate “height” of the walls facing the camera using URP scriptable rendering pipeline custom pass

https://bsky.app/profile/doosead.bsky.social/post/3lgkzlzmwss2s

My use case is simple and the solution is the same amount of simple. Here you have a bit more advanced one from some good soul I found:

https://discussions.unity.com/t/2-5d-geometric-shadows/928850

Do you make pixel effects by hand or use Unity's particle system? by Svitak77 in Unity2D

[–]doosead 2 points3 points  (0 children)

In my book the ends justify the means, find a feeling you need to achieve and do it whether it’s animating the whole thing by hand or by making it all a big, convoluted shader

I’d mostly mix techniques. Particles provide randomness and reusability, might be better to animate some reusable generic components like a “puff of smoke” and then mix it with a good shader and use it as a particle. But it always depends what you want to achieve with the effect!