Liam
@magellanicgames.bsky.social
Indie gamedev working on a railshooter amongst other things. http://steampowered.com/app/2086800 Itch: http://magellanicgames.itch.io
Another pain point, stairs. I mean, its fine but the extra work to get the camera to look "okay" puts me off having them in levels. They do "feel" pretty good gameplay-wise though
Pew pew in the subway. I thought that making these corridor-type levels would be easier than wide open areas, but keeping it interesting is definitely more work.
I had about 6 unused levels from the first version of Point Rescue. 2 of them were intended to be boss levels, but never got around to it. So after years at this point, I'm prototyping out the second boss. Biggest challenge has been fitting in the events/AI into the existing wave spawn system
Been experimenting with the camera focus timings. Found it actually more fun to vary the camera speed. Provides a nice challenge.
Holy crap it has been a while. It'll be interesting to see how easy it is for me to get going making a new level.
Trying out some higher resolution textures than I usually do; that and some lighting. Typically keep to unlit and some vertex colours, but quite liking this. #lowpoly
An experiment on my shack with some different colours and shading.
Fancy some retro arcade light gun action? Why not give the Point Rescue: Arcade alpha demo a play. magellanicgames.itch.io/pointrescue-...
Point Rescue Arcade by MagellanicGames
Play in your browser
magellanicgames.itch.io
Writing a new set of camera functions that use composeable transforms so arbitrary rotation and movement is easier. i.e, derive global positions from a combination of relative local transforms. Was hitting issues with the old and very-under-developed functions. #indiedev #screenshotsaturday