I even added a glassmorphism effect on the navbar (yes it's just opacity+blur). More to come!
I even added a glassmorphism effect on the navbar (yes it's just opacity+blur). More to come!
So cool thing: I finally have a working see-through effect to improve the user experience on the top down-map. I also have the shield.
So cool thing: I finally have a working see-through effect to improve the user experience on the top down-map. I also have the shield.
I'll have to manage the mask for building elements in front of the player camera. Next big step will be to have the boss #gamedev #indiedev
#gamedev #animation #indiedev
#gamedev #animation #indiedev
It's been a while since I did any gamedev. Making a web version is a bit more challenging, but I have my workflow for optimizing voxel assets.
534 triangles and 367 vertices.
Yes it's a shotgun, with a torch lamp 🔫.
It's been a while since I did any gamedev. Making a web version is a bit more challenging, but I have my workflow for optimizing voxel assets.
534 triangles and 367 vertices.
Yes it's a shotgun, with a torch lamp 🔫.
Follow for more updates! I also stream the development times to times.
Follow for more updates! I also stream the development times to times.
- Responsive grid
- Responsive items
- Resizable / draggable items
- AABB collision detection
This will support my monitoring dashboard for ArkSync
- Responsive grid
- Responsive items
- Resizable / draggable items
- AABB collision detection
This will support my monitoring dashboard for ArkSync
Thanks to the Indiedevcasts community for following the development!
Thanks to the Indiedevcasts community for following the development!
#expedition33
#expedition33
Like... it's just the beginning of the game?
Like... it's just the beginning of the game?
#godot #blender
Now working on a particle shader to generate voxel leaves instead of rendering meshes.
#gamedev
Now working on a particle shader to generate voxel leaves instead of rendering meshes.
#gamedev