Completely reworked the in-game UI of my game Crazy Critters Attack! I chose a more industrial style for the UI with big metal buttons, caution tape and LCD screens. I also docked the level progress to the left side of the screen instead of leaving it as a weird tab below everything else. Lastly, I picked some new fonts! Before I was just using one of my computer's built-in system fonts, and now I'm using Rubik and IBM Plex Mono.
Artists: what program do you use?
Any Adobe program
Clip Studio Paint
Procreate
ibisPaint
Gimp
Krita
Autodesk Sketchbook
FireAlpaca
Microsoft Paint (you absolute madlads)
Other
I’m a traditional artist
Not an artist button / I’m bald / vanilla extract / etc.
Clouds by Sally Gottschalk
New update for Monster Parlor! Added a bunch of QoL improvements including particles, transition screens, and a new end sequence!
scroll for more! ⬇️
The main campaign's now playable to completion, with me having spent a couple weeks going through and testing it all to make sure its broken ass scripting was no longer ass or broken.
Total playtime to complete the main quest (and this is with me rushing through it) was about 11 hours. Note this is just making sure the draft works, the final campaign will obviously need more effects, voice acting, full cutscenes, etc.
Ask your friends for recommendations
Follow forums/blogs/youtubers whose job is to talk about videogames and play the games they talk about
If you play a game that you like, look up the developer and play whatever else they've made
MOST IMPORTANTLY: ACTIVELY browse storefronts like steam and itch.io YOURSELF and play/buy the games that seem interesting to you. Relying on bloggers and youtubers should only be the start of your exploration
Post about the games you play
looks to the doodles
event horizon background concepts/style test
We’ve redone engines to be shader based meshes. Given them much more animation and similar while also optimizing them a fair amount.
Me and Meta did another game jam! This was the MechJamV, for which we made a game about repairing mechs after battles.
This was very experimental on my part because of the massive control panel. I've never drawn anything animated of that scale before and it was a real challenge. Meta drew the mechs of course.
This project somehow ended up unfinished, despite the fact that this jam was two weeks; game dev has a weird way of spilling out to fill all available time.