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It has been a while since I posted an update.

While still working on background stuff, I continued iterating on content. I needed a snowy version of the environment, so I adjusted the tile style and added falling snowflakes. 😊

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A lot of core gameplay added in today! Line of sight for enemies, picking up eggs, switch/door toggles, "death" state, "win" state, and rewinding turns when you "die". Still very rough looking and temporary graphics and such, but it's coming along! :3

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In Dogs Throwing Swords II, choose and guide a team of three dogs, and lead those best friends to victory over the devil ORELIA! Each dog has its own unique strengths. Avoid enemy attacks and maximize your firepower by shifting and rotating your dogs
lilyv.itch.io/dogsthrowingswor

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Everyone wants to talk about sentience, but I'd be pretty happy if my diffusion model would just generate some sane cat pictures.

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Also, here is a debug view that annotates the voxels with color to indicate which regions share the same shader. The overlay window shows that there are 362 unique shaders used to render the view, and some of these are quite simple and some are quite complex. By complete coincidence, the water region still ended up blue.

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I have questions for any gamedev who has ever used Tiled mapeditor.org about the ways to use it and the conventions expected from other tools

when my side project runs my computer's fans all spin up, but when my work project runs, my AC clicks on 😎 AAA, baby

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Inspired by the recent release of github.com/mxgmn/MarkovJunior , I had to take a swing at my own implementation. GOt the basic rules working, but don't really want to waste time making the higher order nodes (sub chains, sub sequences, selectors etc) until I understand the Observation code (end result constraints). fun exercise!

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MarkovJunior is a probabilistic programming language where programs are combinations of rewrite rules and inference is performed via constraint propagation.

github.com/mxgmn/MarkovJunior

i got a theory about why rogue-likes are so popular: procedural content is just so much more fun to develop

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Avoyd voxel editor 0.10.0 is out: path tracing render preview options and auto denoising, MagicaVoxel .vox import fixes, and more
info: enkisoftware.com/t/52001619323
download: enkisoftware.com/products

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2/6: Chaos Lab is a short original Game Boy block-pusher puzzle game by Robert Doman. Don your hazmat suit, learn the materials, and try to follow the vague orders of your employer. Resetting and trying again is part of the process! Just try not to spill the hazardous materials...

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maybe it looks more watery with the edge highlighting on 🤔

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