Polymath. Pattern Thinker. Predictive Analyst. Procedural Generator. Partnered. Got a dog to make my anxiety seem less bad in comparison.
Going to replace the gpu power with right angle, perhaps rgb cords so they don’t loop ridiculously. But just waiting on a couple more fans and then I’ll stitch it back up.
Going to replace the gpu power with right angle, perhaps rgb cords so they don’t loop ridiculously. But just waiting on a couple more fans and then I’ll stitch it back up.
Designed and printed backend chambers to house cooling material and pump, printing the frame that will hold the fan assembly, still need to design the control box at the top, but all wiring will be there to keep it out of the way of any water even if leaks happen.
Designed and printed backend chambers to house cooling material and pump, printing the frame that will hold the fan assembly, still need to design the control box at the top, but all wiring will be there to keep it out of the way of any water even if leaks happen.
Also 10/10 looks great.
Also 10/10 looks great.
Notable mention to "Curse of Earthen Movement" which sounded... suspect, and "Infusion of Overwhelming Discharge" which prompted me to rethink how lighting is handled.
All in all, I'm a big fan of my questionable conditions.
Notable mention to "Curse of Earthen Movement" which sounded... suspect, and "Infusion of Overwhelming Discharge" which prompted me to rethink how lighting is handled.
All in all, I'm a big fan of my questionable conditions.
#GameDev
#GameDev
#GameDev #IndieGameDev #ProcGen
#GameDev #IndieGameDev #ProcGen
Now I finally get to start working with the new item editor I built for CraftShaper. What's neat is that the GameBlueprintStep System I built is also used in skills, so the skills editor gets to reuse the most complex part of the editor.
#GameDev #IndieGameDev
Now I finally get to start working with the new item editor I built for CraftShaper. What's neat is that the GameBlueprintStep System I built is also used in skills, so the skills editor gets to reuse the most complex part of the editor.
#GameDev #IndieGameDev
A lot of changes, even more that aren't immediately visible. Leveling scales appropriately, hp HUD working and animated (will upload animation next time), full inventory access. Loot spawning adjusted to reflect rarity, escape crystals are... uncommon but allow escape.
A lot of changes, even more that aren't immediately visible. Leveling scales appropriately, hp HUD working and animated (will upload animation next time), full inventory access. Loot spawning adjusted to reflect rarity, escape crystals are... uncommon but allow escape.
UI HUD work tonight, still working out the designs and best use of space, but I'm clustering like information or control into corners for intuitive memorization. Quick action buttons for item selection and full inventory menu call done for now, same as health/lvl
UI HUD work tonight, still working out the designs and best use of space, but I'm clustering like information or control into corners for intuitive memorization. Quick action buttons for item selection and full inventory menu call done for now, same as health/lvl
Quick item access? Yes.
I can die in game now? Unfortunately... Yes.
UI Graphics obviously not final, but every feature makes it a little more entertaining to run around the tower.
Quick item access? Yes.
I can die in game now? Unfortunately... Yes.
UI Graphics obviously not final, but every feature makes it a little more entertaining to run around the tower.
But... music should be included in my coming Craftshaper updates.
Actually... Arpeggiators hate to see me coming too, but I digress.
But... music should be included in my coming Craftshaper updates.
Actually... Arpeggiators hate to see me coming too, but I digress.