evelwyn.bsky.social

@evelwyn.bsky.social

Game dev. Previously worked on Minecraft/Forza/Rec Room, currently pursuing indie dev she/her 🏳️‍⚧️

"After Covid and with the rise of AI, the internet we once loved is gone, and with it my passion." is one of the most brutal sentences but also 500% what i'm feeling and fighting against every single day

worth it entirely for this. being able to adjust the bounding box of a transform -before- you transform is a total game-changer for trying to adjust things while perspective-correct

The Spire has finally reawakened. ⚔️ Slay the Spire 2 is out now in Steam Early Access!! New characters, enemies, environments, a co-op mode & more await you in this sequel to the iconic roguelike deckbuilder. Join the journey now to be a part of the Spire's next evolution!

This is what the dialogue tool looks like in our Mermaid Mask Unity project. I write the script directly into these boxes, select facial expressions if it's for an examine box, as these are, and I include voice directions, since it later gets exported as a script for the voice actors

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Been resuming development on a collaborative project and I'm excited about it. Also spinning up a second smaller collaborative project too. Will try to post when I feel like there's something to share

was working on a deferred renderer (for a class, i like structured learning) and i was trying to figure out why i was just getting a clear screen. tldr having culling turned on was removing the screen quad, mostly because the framework's winding order is backward and back face cull culled the front

culling enabled - grey screenculling disabled - scene draws a room on green terrain

working on changes to the vehicle locomotion. its buggy but i've switched from my janky single-raycast magic to 4 raycast based damped springs. i need to setup continuous detection and move away from godot's 'move_and_slide' and i think that will wrap up the bugs im hitting