
Chocopuff | Partner @spawn | 死: One Hit Kill. Precision 1v1 sword duels. Stamina, stance, parry. One clean hit decides it. Free in your browser.
Hall of Last Breaths
Joined August 2012
- Tweets1.5K
- Following704
- Followers383
- Likes3.2K
Hi #IndieDevs!
It's Monday and I'm getting back to X after a day after work. How many of you dev after your day job?
If you're an indie dev who:
- love RPGs ⚔️
- love AI 🤖
- love PvP 🤼
- love games and making them 🕹️
I would love to connect!
I've been working on 'ONE HIT KILL' a 1v1 sword dueling and souls-like boss game.
Made on @spawn. It's free to play in your browser.
Doing a big tutorial revamp and new player experience.
Sorry for the spaz video but...
WE HAVE MOTION BLUR
死: One Hit Kill retweeted
Seeing @davidscottjaffe vibe code a game is mind blowing, coming from a guy who barely could open Maya. 😂
At the end of GoW 1 he gave me his notebooks filled with all of these doodles and chicken scratch. It was only after I stared at it for a long time I realized that "OMG these are the rings of Pandora. There is the big roller! Those are the rings that all line up and there is the pillar of light."
All of that was trapped in his head and the amazing team @SonySantaMonica helped to make that a reality through a tremendous amount of work.
Now tools like @spawn and my fav @claudeai can help bring those drawings to life, lower costs, dev time, and human sacrifice to allow for more ideas to become reality.
If you support creatives I don't understand how you could hate on these new tools.
This is something you could only dream about having just a few years ago.
I am 'making' (aka using the amazing AI game tool @spawn) MARVEL BOMBERMAN tonite. Plus fucking around with other game designs. Maybe will play some games too. Come hang and see the future of game development! It's nuts! :)
7pm pst!
youtube.com/live/0TxCpRf925w
Seeing @davidscottjaffe vibe code a game is mind blowing, coming from a guy who barely could open Maya. 😂
At the end of GoW 1 he gave me his notebooks filled with all of these doodles and chicken scratch. It was only after I stared at it for a long time I realized that "OMG these are the rings of Pandora. There is the big roller! Those are the rings that all line up and there is the pillar of light."
All of that was trapped in his head and the amazing team @SonySantaMonica helped to make that a reality through a tremendous amount of work.
Now tools like @spawn and my fav @claudeai can help bring those drawings to life, lower costs, dev time, and human sacrifice to allow for more ideas to become reality.
If you support creatives I don't understand how you could hate on these new tools.
This is something you could only dream about having just a few years ago.
I am 'making' (aka using the amazing AI game tool @spawn) MARVEL BOMBERMAN tonite. Plus fucking around with other game designs. Maybe will play some games too. Come hang and see the future of game development! It's nuts! :)
7pm pst!
youtube.com/live/0TxCpRf925w
oh man now that fable oneshots great things we really have to build fun experiences now, huh?
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4 days on Spawn: 39 players, 42 plays and 3 hours played. One came back; our best day was 17.
We’ve earned $24.13 too. Thanks to everyone who tried our games 🖤
Play Wispfall: spawn.co/@afterfault_interac…
Play DEAD GROUND: RIDGE 13: spawn.co/@afterfault_interac…
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Started porting my MMO sandbox game, Orsande, to Bevy engine.
I started sculpting the world with opus 5.5, at first my rivers looked like canals lol. dead straight.
now each river feels like an actual river.
the fix was four small pieces: least-cost paths, sine-generated meanders, width from drainage area, estuary funnels
basically terrain decides how rivers flow
what u think?
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死: One Hit Kill retweeted
Using @spawn to make a Marvel Bomberman game. So so fun- I can't stop! You should try it too- it's free!
I think I need to be more aware that I'm designing a game on a free to play web based platform sometimes especially when it comes to discovery and lore.
Typically for this type of souls like game, you do a lot of exploration and find out the little tidbits of lore and not everything is clearly mapped out for you.
I feel like having the 'traditional entry point of spending money to play the game' already makes people more committed.
"I already spent money, so I'm going to not waste it"
So people will put more effort into exploration.
When it's free, I feel that attention is very important, because if a player is lost, they typically will just quit and find another game to play.
So then, I need to design systems that are super obvious.
The challenge for me is: I don't want to runing the mysterious vibe of my game with huge GO HERE signs.
I'll continue working on it!
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