Winterknave Games
winterknavegames.bsky.social
Winterknave Games
@winterknavegames.bsky.social
Solo indie game developer. Allegedly.
I love style tricks like this.
February 13, 2025 at 4:29 AM
I don't intend to pursue game development as anything more than a hobby that can potentially turn into a small side hustle, and it doesn't need to be more than that. It can be important primarily as a form of artistic impression that encourages learning a diverse skillset.
January 29, 2025 at 6:17 PM
This is my submission for GameJam 16. It started on January 17th 2025 and ends on January 31st 2025. The difference between these two games is $225 for FL Studio.

itch.io/jam/pirate/r...
Maliforge by Winterknave Games for Pirate Software - Game Jam 16
You are the Devilweapon, forged in the fires of Hell's Maliforge. Destroy all angels.
itch.io
January 29, 2025 at 6:13 PM
There, that's about 100 variables gone in exchange for a system that's easier to code and provides more intuitive gameplay. #gamedev #indiedev
December 31, 2024 at 7:58 PM
I think if you map the triangles from the object/shadow corners, you could calculate the trigonometry and apply a shader based on the pixels' X,Y coordinates. As an added benefit, it'd let you change the angle of the light source and apply the shade to other objects inside the shadow.
December 20, 2024 at 3:39 PM
Eh, why not?

Solo dev working with Godot, FL Studio and some combination of Blender and Aseprite. First real project might possibly get a demo soon maybe eventually one day.
December 20, 2024 at 5:29 AM
Already signed up. The timing's tight since I'm also working on a demo for Steam Next Fest, but I really want to see how much I've improved since Game Jam 15.
December 16, 2024 at 3:33 PM
There was a variable that wasn't updating.
December 14, 2024 at 7:11 PM
Assigning completely different stat effects to each specializations makes them more important. It also means that they're more difficult to write, more difficult to balance, and less intuitive for players. For practical reasons, it's going to need to be standardized a bit.
December 5, 2024 at 7:52 PM
Effects originally changed Satisfaction, Efficiency, Security, Revenue, and Expenses, but since Revenue and Expenses make more sense as calculations of other factors, effects are now limited to Satisfaction/Efficiency/Security. This also helped to keep the scope reasonable.
December 4, 2024 at 6:30 PM
After trying a few different approaches, determining effects by Wealth > Industry > Specialization and applying them to Wealth > Industry zoning seems like the most practical approach. It keeps specialization unique while keeping the scope of effects manageable.
December 4, 2024 at 6:29 PM