RetroAction Games
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retroactiongames.bsky.social
RetroAction Games
@retroactiongames.bsky.social
Solo #IndieGame Developer of #MetalMercs and #DeckofStabs, #Godot fan, YouTuber who has almost played 1001 Games You Must Play Before You Die, and Indie Game reviewer

https://www.patreon.com/MetalMercs
https://youtube.com/@Jay1001
The Starport bustles with activity once again...

#GameDev #IndieGames #IndieGame #Godot #MetalMercs #Mecha #Mechs
August 19, 2025 at 11:10 PM
August 12, 2025 at 6:16 PM
August 9, 2025 at 9:59 PM
Spent the weekend revamping merc contract mission maps from just linear paths to interwoven wandering paths. Crossroads now act as checkpoints--if you fail later you can revert back and choose the path not yet taken.

Also jazzed up the visuals!

#MetalMercs #Godot #IndieGame #IndieGames
July 21, 2025 at 1:47 PM
June 22, 2025 at 6:42 PM
June 20, 2025 at 1:48 PM
New unit info tabs (or whatever you would call them... what do you call them?)

#GameDev #IndieGame #IndieGames #Mechs #MetalMercs #Mechas
June 19, 2025 at 3:36 PM
June 15, 2025 at 10:24 PM
And with a few other small tweaks like an in game water shader, shadows, bases, and trees, we have ourselves a playable map. The beauty is we can now generate an infinite number of new maps just but randomizing the noise used to generate the terrain!
June 14, 2025 at 7:51 PM
With our profiled terrain we can now look at our generated terrain image and clearly see boundaries in our game which we can use to block navigation, or determine the elevation of units. We can also see which tiles count as water tiles
June 14, 2025 at 7:48 PM
Next step, take that mask and reduce its resolution down so we can deal with 32x32 tiles at a time (the size of my units) and categorize each tile into terrain types that the game can understand. In short, red is impassable, green are elevations, blue is water
June 14, 2025 at 7:47 PM
So I was going to use the generated terrain as a background image on which to place all my mechs. But I would need information about the terrain so I know where my mechs can walk. So from the noise that generated our map, we produce a simplified mask where each color represents a different terrain
June 14, 2025 at 7:46 PM
The next step from here was to expand the shader to generate not just mountains but hills and elevation, along with water.

At this point I had painted a much nicer looking battlefield, but it was just that, a picture. So how do I make it playable?
June 14, 2025 at 7:44 PM
The first step to improve things was an experimental shader. Could I use noise maps to make mountains that actually look like mountains? After a day of shader coding, the answer was yes!
June 14, 2025 at 7:43 PM
Here's what maps used to look like. Not terrible, but the mountains and hills clearly look like they could be improved.
June 14, 2025 at 7:42 PM
Over the past couple weeks I've completely revamped the terrain in my game #MetalMercs. Here's where we are now, but how did we get here?

#Godot #IndieGame #IndieGames #GameDev
June 14, 2025 at 7:40 PM
A small procedurally generated supply outpost

#IndieGames #IndieGame #GameDev #Godot #MetalMercs
June 13, 2025 at 8:34 PM
Testing new building shadows with stand in building masks. It's starting to work, but with a few bugs still to hunt down.

#IndieGames #IndieGame #GameDev #Godot #MetalMercs
June 13, 2025 at 4:29 PM
Been working hard the past 8 months to move #MetalMercs from its original PyGame codebase to #Godot.

Rebuilding every system has given me a chance to significantly improve huge parts of the games code. It's looking like there will be a new demo this summer 🤞😃

#IndieGames #IndieGame #GameDev
June 12, 2025 at 2:49 PM
Battle damaged! I've settled on a burn and distortion effect to simulate battle damage on buildings. The effect works quite nicely I think. I'd love to eventually have parts of buildings be destructible and break off but baby steps...

#GameDev #IndieGame #IndieGames #Godot
June 11, 2025 at 4:56 PM
Buildings are getting a facelift in #MetalMercs too! All of these prototypes were procedurally generated using my new building shader. I plan to add texture, decorations, and better color schemes but even now, with a simple shadow they kinda work!

#GameDev #IndieGame #IndieGames #Godot
June 10, 2025 at 6:37 PM
In the old version of #MetalMercs my trees were often mistaken for bushes.

This is partially due to my bad pixel art (😂), but also because they were drawn statically and mechs were just drawn on top of them. Now I'm working to fix all that!

#GameDev #IndieGame #IndieGames #Godot
June 8, 2025 at 4:26 PM
We now have forests and bases! Everything is procedurally generated now except the bases.

I know it's procedural bases are possible but also a lot of work so I think I'll stick with making a pool of dozen or so prefabs, for now at least

#GameDev #IndieGame #IndieGames #Godot
June 7, 2025 at 11:15 PM
What if every card in your deck was a weapon?

Deck of Stabs is a roguelike card builder that gets right to the point, a lot points in fact. So get stabbin'!

Out this Fall 2025🍂
Wishlist now! store.steampowered.com/app/3658250/...

#PitchYaGame #GameDev #IndieDev #IndieGame #RogueLike
June 6, 2025 at 1:20 PM
After a day of fighting with shaders, losing all hope, trying one last time, and having a last minute breakthrough I've finally made progress with a new terrain generator! Mountains are feeling kinda washed out but I'm getting there!

#GameDev #IndieGame #IndieGames #Godot
June 6, 2025 at 1:26 AM