Working together with
@LevelXProject
on a game for
#StrawberryJam2
!
It's going to be a first-person platform/puzzle game:
You play a shrinking scientist – your goal is to quickly put together an antidote, as your dwindling size transforms the level around you.
Check out the brand-new trailer for Pawperty Damage!
Also, happy to announce I have a release date, now:
Wednesday, May 24th! 🎉
That's one week from now, if nothing goes wrong—I'm excited! :D
Steam:
itch:
Changelog:
- Increased ferret slinkiness
- Added "Boo!" animation
- Level now with textures
The level is only using two small, tileable textures, with vertex colors for gradients, color variations and fake shadows – which I think is how the original game did it, probably!
Weekend Update:
Xbox controller buttons are now displayed correctly, even when remapping controls – what a hassle that was!
Also trying out voice SFX for the dialogues: 🔊
And I'm still looking for people who'd be willing to help playtesting and provide feedback! :D
It had been a long time coming: Here's the first look at the custom character tools and import feature, for Pawperty Damage! 🎉
It still needs a bunch of work and polish, but I'm happy to say it's well on the way!
(Wonderful character models by
@GalileoGB
!)
Quick progress update!
Many small improvements, a new stamina HUD, a height meter in the top-left corner, and randomized VIP targets: Hit them for a nice bonus!
#screenshotsaturday
#indiedev
#unity3d
Sound effects!! 🏚️🐾🔊
The result of one month of work, recording, editing and implementing sounds...
Still needs some more polish and optimization—but finally having sound in the game really makes a world of a difference.
Here's the last thing I worked on, before I left for Eurofurence: Ground cracks! 🐾
Now also with stompy shockwaves and some VFX to make the cracks more juicy... or, crispy, I suppose.
Happy one-year anniversary!🎂
A year ago I posted the first tweet about this project.
Oh, how far I've come. I remember [spinning cube] like it was just yesterday.
Picked up a little, cathartic project I've started a while ago, and felt like playing around with a bunch of animations I got from the asset store for cheap.
I will never learn how to properly set up Animators, but this is a surprisingly good start.
Game development comes with unique challenges that require creative solutions!
Due to strict file size limitations I have decided to rebuild the city at a more manageable 1/144 scale.
All made possible by Shrynx Laboratories and state-of-the-art macro photography!
"Inch by Inch"
You play a shrinking scientist in a race against time: Can you find the antidote, before it's too late? Learn to navigate the lab, as you become smaller and smaller!
Download it for free:
By
@LevelXProject
and me!
#gamdev
#madewithunity
Only some polishing, this evening..
For the most part I'm just really happy I got the title's particle effect working!
Also made minor tweaks to the hit counter animation, to increase juiciness.
If everything goes well, I can maybe start with SFX/BGM, at the end of the week!
The Legend of Zelda: Lynx Awakening!
A fun side-project I've been working on: Putting my sona in Ocarina of Time, for a co-op playthrough with a friend—it's a childhood dream come true!
Started working on sound effects, and this is what I've got, so far—after all this time I can finally upload a video with sound, haha! 🔊
Still a lot to do, and I'm figuring things out as I go, but I'm excited to hear more and more sounds bring the game to life
Pawperty Damage's photo mode!
🏚️🐾📹
It's like sandbox mode, but comes with a bunch of fun camera options and visual effects.
...also, you can slow down time and line up the perfect shot, or record some very dramatic slow-motion footage!
#screenshotsaturday
#furry
Here's what I'm working on, for my cathartic (side) side project – may or may not turn into a Rampage-esque game, some day!
But either way, it's definitely great practice; I've been trying out Unity's job system to speed up mesh manipulation and started learning shader graph.
Just to clarify, I don't have strong feelings about people labeling Pawperty Damage a "fetish game".
I don't think of it that way, personally, but of course I can see why folks would come to that conclusion—it's not like I didn't know what I was doing, haha
Ah, there it is, finally!
Soon this can go into review and then public!
And, ooh boy, took me just like an hour or so to figure out the Steamworks configuration. Again.
Oh, right, the Summer Sale!
So, uuuh, you can get Pawperty Damage at 10% off!
Which is less than the launch discount.
...which was a month ago.
Also, the game's pay-what-you-want on itch, anyway.
I'm good at this marketing business.
The itch-io version of the game won't come with Steam Achievements, but I have implemented an in-game ersatz achievement system that works entirely offline—so you still get to go achievement hunting!
(Blurred the achievements list because it contained unlocked hidden ones, heh.)
You had to watch your step at
#EF28
: These lil' guys were out and about looking for treasure!
Seeing folks get photos with the oversized props I built was one of my absolute highlights, this con!
(Suiters are Maniko,
@GeriTheFox
, and
@smol_avali
)
Less than a week until the 1 Year Anniversary update!
(Assuming everything goes smooth that is.)
On top of the level atmosphere options and a bunch of small improvements, I have decided to put together a new (and bigger) city level for the free update after all, last-minute!
Phew, that was a whole lot of work... But this is the current status of the main menu, in Unity!
For the menus in my next project, please remind me to just go back to a simple list of buttons! 😅
I'll stop saying "ace discourse" and just call it "aphobe discourse", from now on. Also great to see it's gotten a two day head start, ahead of pride month. 🙄
"No, don't—my message needs to be heard!!" 😿
Happy to report you'll be able to display your own image files on billboards, all around the city. It's free marketing!
But be warned: Ad blockers are aggressive, in this town...
Slowly working towards adding new levels to the game!
As a first step I want to create an option to change the 'level atmosphere'—i.e. dawn, night, foggy— to add some variety, even to the existing map.
Some of the things I've been working on, lately!
Extra sandbox/custom options, as well as the new "time attack" game mode, in which you try to destroy the city as fast as possible: Perfect for local co-op!
Also happy to announce
@WangleLine
is helping out with SFX! 🎉
This is my current test level I'm using for performance testing/optimization.
It's just copy/paste, really, and roughly six times bigger than the current city
Here's one last update about character skins:
In addition to the new skins, the next version of the game will also allow you to import your own textures and change the look of the characters!
(Workshop support to share custom skins will hopefully come, too, later on.)
Here's a quick prototype of an alternative game mode: Collect money (untextured cubes, atm)!
To spawn money, throw beavers into the pit. Beavers will also try to pick up money; to get it back, throw them into the pit, too!
🕳️💰
Here's the last two new character skins I'll release together with the next game update—hopefully later this month!
(Mecha-Vrex has become my personal favorite, haha.)
Import worked, so here's a quick family photo in Unity!
Some time in the near future I'll also texturize the other characters properly and make sure the styles match a bit better, by adjusting details, etc.
Working on custom character imports! (Finally, I know.)
Currently making sure any standard humanoid character will work with the game, so I'm using some free character models from the asset store to test it out... It's starting to look good, but there's still lots to do!
Here's the new WIP video!
Most updates were under the hood, though, i.e. architecture, performance, and so on.
New: Combining several buildings into larger ones, as well as attaching destructible details such as water towers or billboards, to add variation.
Thank you
@CaseyExplosion
and everyone who has donated, yesterday!
Just paid the submission fee and will start working on the Steam release of Bomber Bother, asap!
Steam Workshop integration will go live with the next update! (Just to manage expectations a little: Only custom billboards and character textures are supported, currently...)
I've been working on some Workshop content, so it's not empty, at launch.
For instance: Tiger Mig! 🐯
Can't believe I finished this as fast as I did; like, everything just worked first try – that's rare, but a pleasant surprise!
Together with the controls stuff and many small improvements, that's been great progress, this weekend!
🎉 Bomber Bother on Steam, out now! 🎉
The Steam version has finally been released – download and play it, for free! :D
This version comes with a bunch of fixes and minor updates, as well as a few achievements to unlock. Enjoy!
Basically took a break from this for a week, but now I think I have the energy I need, for the final sprint!
Hardly any "must do's" still left. Here's the improved level select screen: