@driftware.itch.io

Solo tanking at life X: https://x.com/DriftWare_ YT: https://www.youtube.com/@DriftWare

Reminder that these will be released on Wednesday, I still have a few 'slots' open to add light textures - any requests? Let me know!

Kenney@kenney.nl · 4mo ago

Upcoming new #gameassets! I've made 125+ light cookies/masks for use in any engine that supports it. Also great for 2D light effects 🔦 (CC0, public domain) Will be released Wednesday April 8th 📅

Recently I got invited to join the new Godot UX team. When I have time I will be helping testing editor PRs and make Godot more usable for everyone. What are some of the most annoying things about Godot UI/UX that you think need attention?

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The results screen now actually works instead of sitting there like a sack of potatoes. Also, the mouse doesn't disappear forever when you star the game. I'm going to try and make a few more things before I release the next patch, should be in by mid next week. #indiedev

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Thank you for your feedback, everyone! A whole lot of bugs got fixed this week, and a patched version has been released. I have a lot more content planned for this game, so stick around. Here's a post that details the changes: driftware.itch.io/not-a-drill-... #bugfixes #indiegame #feedback

v0.0.2 update!

Hey all! I took a look at the numerous bug reports from the first play test, and most of the bugs are fixed! Thanks so much for your feedback! Fixed: Left mouse button not progressing you through…

driftware.itch.io

Major visual overhaul! I created a script that automatically borders the level with these cool craggy outcrops so it looks much less angular. I'm starting to add normal maps to my sprites to give it that sort of 'pop' effect. [Flashing Lights] #indiedev #vfx #normalmaps

Added a nice little item toast so that you know what your items do now. Seem to be getting a lot of the same item in a row but i expect that to become less of an issue as i add more items (there's only 3 right now). #indiedev #ui #toast

Finished up balancing my spawning system today. Originally there was a maximum amount of enemies that were picked randomly to spawn. That was pretty awful, so now enemies cost tokens to spawn, and the wave spawner is given a set token budget. #indiedev #gamedev #imightbeawizard

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Created an intro cutscene for the project's menu, and I'm pretty pleased with the result. The interesting part was trying to convert from mp4 to ogv, since that's what godot supports, and it's not a very popular format. #indiedev #dev #gamedev