Dee-Kej
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decaying.games
Dee-Kej
@decaying.games
Solodev and Tech Designer-for-hire at Decaying Games.
decaying.games

Right now busy with a full-time consultant gig I can't talk about.
Making a vending machine game full-time when that's done.

For other things me: @deekej.bsky.social

Swedish. He/Him
We had a brainstorm about our UI yesterday evening, and while I'm not going to properly make that into proper setups yet, I wanted to check if I could setup our tech tree like we wanted.

And it looks like yes! (nodes are dynamically connected based on their prerequisite upgrades)
October 11, 2025 at 2:12 PM
the vision becomes more clear
October 11, 2025 at 7:20 AM
we are, as the kids say, cooking.
October 11, 2025 at 7:09 AM
well that was easy enough
October 11, 2025 at 7:06 AM
Getting this set up better, but now running into next problem; how do I enable sort of a dialognal line between the render target images. There has to be a masking thing of some sort, surely...?

Maybe in the material itself?
October 11, 2025 at 6:52 AM
Starting to dabble with dual-view cameras for the dialogue system in Vending Machine Game (title TBD)

Still just trying stuff out, but honestly thought I'd have a harder time getting to even this point.
October 10, 2025 at 8:17 PM
(The talk was mainly about translating lessons learned from VR into things that any project can benefit from)
October 9, 2025 at 6:16 AM
I think this is the first time I've seen a big indie hit take off and then getting recommended the devlogs for that same game on Youtube?

I was wondering when this would start to happen more broadly, given the increased amount of devs documenting their work like this.
October 5, 2025 at 1:48 PM
It's been A WHILE since I drew... anything really, but as long as it's good enough for me to start modeling from, I guess it's fine 😆
October 3, 2025 at 9:05 PM
Making some late-night sketching with mouse input because I can't be bothered getting my drawing tablet hooked up right now 😅😴
September 27, 2025 at 10:36 PM
One of the cats appreciated the new prototype merch being laid out in a way that must have looked like an impromptu bed for her 😅
September 26, 2025 at 8:02 AM
If anyone of you are at Unreal Fest, look for the really big guy in an oversized black tshirt that looks like this and say hi!

I don't bite, but I might give you a prototype to playtest haha
September 22, 2025 at 4:29 PM
UnrealFest!
September 22, 2025 at 4:21 PM
T-shirts arrived!! Just in time!

The bigger backside image is so pixelated hahahaha

But I know I'm the one to blame for that, not the merch company 😂
September 22, 2025 at 7:13 AM
Starting to set up a post-level-summary screen after some feedback. Let's see if I can make it good enough in the next ~4 hours.
September 21, 2025 at 8:00 AM
Going to have to figure out the proper title one day, but for the quick and dirty prototype this will have to do for a "start screen"
September 17, 2025 at 7:08 PM
speaking of doing things before I need to, just having the company logo as the app icon instead of the default unreal one just makes it feel a tad better when checking it there haha
September 14, 2025 at 6:38 PM
there we go. Part of the problem was that a node pointed towards the wrong array when getting data!

Also discovered and fixed some other misc bugs in the process, good stuff.
September 14, 2025 at 6:16 PM
Finally got around to adding a slot selection visual (the white square), so people testing actually know which slot they're selecting 😅
September 14, 2025 at 5:24 PM
Got around to making something along these lines hahaha

This kind of camera swooshing could get really fun when I have time to put in more effort into this!
September 14, 2025 at 2:20 PM
Most of today has been about breaking out the UI from one widget to one per submenu (so to speak), allowing the different menues to be moved in 3D space.

Next up, I think it's time for some exploratory work on better camera transitions... 🎥
September 14, 2025 at 1:04 PM
Cooked up a crude ticketing system for them as well, so they don't try to move to where someone else is currently moving to/standing.

Still PLENTY to do regarding avoidance, them actually doing idle things while at a point, adding paths for NPCs just walking past, etc.

Still, progress!
September 14, 2025 at 1:01 PM
Minor thing to start off the day, but set the cutout (aka not-important) NPCs to face towards the active camera, to get closer to the original inspiration for them 😆
September 14, 2025 at 8:50 AM
Very small thing added today (among other things), but it's part of letting players do something while the NPCs walk about doing their thing.
September 13, 2025 at 9:30 PM
*sighs in international*
September 12, 2025 at 3:40 PM