IT'S FINALLY OUT!!!
My first commercial game and my first game under the Ioncom brand. It's an action, roguelite, dungeon-crawler with limited lives and permadeath.
It's currently Linux exclusive, but the source code is available and you should be able to compile it for anything that SFML runs on.
https://ioncominteractive.itch.io/refractored-depths
#gamedev #gamedevelopment #gaming #indiegames #indie #indiedev #videogames
I have a lot of ideas when it comes to worldbuilding. I have always been a fan of science fantasy (combining both tropes from sci-fi and fantasy), but I feel like most works haven't embraced both genres to their fullest potential. The original Phantasy Star series is probably the closest because they weren't afraid to actually call magic "magic" instead of "the force" like in Star Wars.
I plan on using these ideas for my dream game (or series), but I'm posting these worldbuilding concepts anyway just in case I never get to creating the game, and I just don't care if other people use these ideas. They most likely have already been done before (in fact I know some of these ideas have been done before). I'm using AI to generate these concepts because I suck at drawing.
Anyway let's begin. First off, I think alien worlds should combine both ancient technology, futuristic technology, and everything in between. Technological progress isn't a linear path, so you shouldn't assume that aliens go through the same technological progression as we do. They might be flying interstellar ships, but they might also still be wielding swords and bows. So you can have spaceships flying over medieval style villages or even mudhuts. Star Wars has basically already popularized this, so this should be a no-brainer, but you can always take it a step further. For example, replace lightsabers with steel swords while still having space travel.
There should be more game engines/frameworks that support SVGs (or any other vector graphics) natively/out-of-the-box. I think indie developers should make games in the style of flash games you saw on Newgrounds. It has much more personality than pixel art and probably is much easier to do compared to hand-drawn art.
Apparently, SDL has native support for SVGs, but I haven't tried it yet.
Added empty item boxes and a particle effect when you destroy them.
#gamedev #gamedevelopment #indiegamedev #indiedev #indiegames #indie #SDL #cplusplus
Shesez (boundary break guy) got his car struck by lightning!
https://youtu.be/LZTCGqoF7IY
@PurpCat @SuperDicq @mangeurdenuage @Pi_rat @hakui The 8chan/quarantine problem doesn't have to be about politics or whatever is banned on the mainstream sites.
I do agree that "competitors" have to be containment sites, but instead of being containment sites for topics that are banned, just do what Vidlii did and make it a containment site for people who are nostalgic for simpler times. Vidlii in particular is for those who are nostalgic for old-school (pre-2009) YouTube. The content posted there reflects that, and I hardly see any political content on there.
I'm pretty sure Tumblr and DeviantArt went through drastic changes over the years and people are yearning for simpler times. Just make a site like old-school DeviantArt or Tumblr and attract that audience. You can then add federation simply as a bonus feature and then you can get a sizable and somewhat diverse (in tastes) audience.
I bent Jai into being able to do """member functions"""
(I bake the index to a global array of structs into a runtime function stored on that struct during creation, so when I call that function from the instantiated struct's member it's got a reference to where the data local to it is stored, and I can "using" that so that I can reference the members as though they were local to the function itself). Here's sort of what it looks like:
Gorf :: struct { TestProc :: ($id: s64) { using arr[id]; // let's access x/y/z as though we "owned" them print("(%, %, %)\n", x, y, z); x += 1.0; // change x to confirm we're actually affecting our members } f: (); x, y, z: float; } arr: [..] Gorf; get_id :: () -> s64 { arr.count += 1; // fake the alloc return arr.count-1; } make_gorf :: (g: Gorf, $id: s64) { array_add(*arr, g); // add it to the global array arr[id].f = #procedure_of_call arr[id].TestProc(id); // bake the id into the member function } Test :: () { p :: #run get_id(); // get an index into the gorf array at compile time make_gorf(.{ x = 100.0 }, p); // make a gorf at runtime // call a few times to show x changing arr[p].f(); arr[p].f(); arr[p].f(); } #import "Basic";
I'm probably never going to actually use this but it's neat that I could do it if I wanted to
France and WHO Push Social Media ID Checks
https://reclaimthenet.org/france-and-who-push-social-media-id-checks?utm_source=fediverse