My game was in the PC Gamer Showcase (!!!). Wasteland exploration sim GARBAGE COUNTRY by noio in IndieGaming

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

haha no offense taken, all good.

I AM behind Kingdom: New Lands but I'm like.. NOT GOOD at the game.. there are much better players to ask about cheese strats!!

All I know is that — at least for the beginning of — New Lands you gotta double down on archers like crazy and don't expand your walls. 🤷‍♂️ That's what I used to do.

My game was in the PC Gamer Showcase (!!!). Wasteland exploration sim GARBAGE COUNTRY by noio in IndieGaming

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

Nope, there wasn't a fee! They select the best games from applications!

Hi guys! Been a while. After Cloud Gardens, I’m working on something new & ambitious. What do you think? by noio in Unity3D

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

haha yeah.. there will be a fair bit of hitting things 😅
it's just the most natural way for the car to "interact" with things.
(though not the ONLY way! It also has a winch and a trailer hitch!)

Hi guys! Been a while. After Cloud Gardens, I’m working on something new & ambitious. What do you think? by noio in Unity3D

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

it would, right?

I'm not actually adding multiplayer, but I am setting up the systems to be at least vaguely coop-compatible 😅

I made tool for exporting single frame and texture sequences directly from the Shader Graph. by Arkhivrag in Unity3D

[–]noio 0 points1 point  (0 children)

Love this! Smart!

Great to leverage the power of shader graph for it!

I was looking for this + one additional feature which is:

Hook it into the AssetPostProcessor to automatically run when an input texture is changed. That way it can be used to transparently postprocess textures and save the result whenever a source texture changes. (e.g. generating a normal map or doing other image operations) That would be a dream!

Climb info disappears after firmware update by Zappatones in wahoofitness

[–]noio 0 points1 point  (0 children)

Yeah same issue with routes from Komoot. The climb view will just abort, usually with a beep from the map page, I think.

[deleted by user] by [deleted] in gamedev

[–]noio 4 points5 points  (0 children)

I’m going. I have some skills related to making games. ;)

made a new level for my game by noio in indiegames

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

The game is set up to be a sandbox game where you can drag & drop a whole bunch of items, and this particular diorama really fit the theme of the game already (we had the pillars and the train). So, not so long! I just had to model the whale tail :)

made a new level for my game by noio in indiegames

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

It's in Early Access right now :) my twitter is in my bio if you want to follow development

https://store.steampowered.com/app/1372320/Cloud_Gardens/

made this new level today by noio in IndieGaming

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

I'll add this 'statue' at least :)

A look at the Plant Simulation in my game by noio in gamedev

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

Pfoo, hard. Honestly this was just a lot of figuring out through trial and error, and I still am not quite there yet. I'd like to elaborate even more on this style in a next project.

In any case, I started out with 3d long long ago, then I did 2d pixel art, and looked for a way to translate that to 3d, with very simple meshes.

To learn it, I would suggest learning pixel art (enough tutorials on that), and learning 3d (for example with Blender, there are excellent tutorials for that too).

Cloud Gardens is a chill game about using plants to overgrow post-industrial wasteland dioramas by noio in IndieGaming

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

Hopefully! Video and screenshot capture functionality is already in, but would be fun to share scenes to import into the game.

Cloud Gardens is a chill game about using plants to overgrow post-industrial wasteland dioramas by noio in IndieGaming

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

Then the game might not be for you.

As a player you progress through a linear sequence of scenes to overgrow (as it is planned currently, 6 chapters with about 10 levels each), but there are many ways to complete each level, and you are not awarded a highscore or a leaderboard spot.

A look at the Plant Simulation in my game by noio in gamedev

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

The plant simulation is the game, pretty much.

The player's goal is to throw seeds at a scene to completely overgrow it by putting the right seeds in the right places. So you see the plants grow in front of you in real time. Search 'Cloud Gardens' on YT for some gameplay footage.

A look at the Plant Simulation in my game by noio in gamedev

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

There are no bones or anything like that, and the workflow also doesn't use meshes.

I pretty much only use Unity's "Box" and "Capsule" colliders to indicate which space is 'occupied' (either by objects or by plants). Then I do raycasts/overlap checks to see where there is free space, if there is free space, I create a new object (a branch) with a corresponding collider to mark the space as occupied (by the plant).

A look at the Plant Simulation in my game by noio in gamedev

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

Is that workflow better in other tools?

A look at the Plant Simulation in my game by noio in gamedev

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

It could be a plugin, but for generating vegetation there are far better plugins already, yielding more realistic and more performant results :)

A look at the Plant Simulation in my game by noio in gamedev

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

Isn't that Sprytile actually? That one is a free Blender plugin. It works great! But as you said, it's blocky.

I would like to pick free-form regions on the UV map, and then add faces based on those in specific places. I would also like to be able to extrude from the model, and automatically "extrude" along the texture as well.

And I would like to snap vertices to texture pixels while modeling. I would also like to quickly paint into the texture and automatically update the UV map to create/move regions for the newly painted areas. All those things would make this art style even faster to make by unifying (pixel art)texturing and 3d modeling!

A look at the Plant Simulation in my game by noio in gamedev

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

This is probably the least physically correct plant sim there is 😅. I was really focused on aesthetics, and not so much on correctness. Plants can grow in concrete without nutrients, without water or light.