Discover and read the best of Twitter Threads about #indiedev

Most recents (9)

Dynamic lights are expensive, using sprites with a modulate blend material you can multiply screen colors behind the sprite and use depth masking to fake a light radius, cheap and can work surprisingly well. #screenshotsaturday #UE4 #gamedev #indiedev
Using modulate blending, make sure you clamp the result in a range above 1 for this to work right. Modulate blending without depth testing is also great for various glow effects. #screenshotsaturday #UE4 #gamedev #indiedev
Here's a more practical example, core of the sprite is not being masked by depth so it's always visible, depth masked glows around geometry look pretty convincing as impressions of lighting. #screenshotsaturday #UE4 #gamedev #indiedev
Read 4 tweets
Hi Everyone, meet Bruffles. He's the first NPC character being developed for @linethegame. How did we arrive at this design & how will we get him in-game? Well, gather 'round & watch this thread as I detail the whole process. (Bruffles concept by the amazing @FromHappyRock)
For development, Bruffles is being used as a target for look development & animation/character exploration. At his core he teaches the player how to hill-slide, since that's his favorite way of moving through the world. He also allows us to explore how diverse our designs can be.
The design for what would eventually become Bruffles started with a sketch(attached) from my good friend Scott Flanders: artstation.com/scottflanders. He was helping out by doing lots of character lineup exploration for Line over a year ago.
Read 22 tweets
[thread] With the latest update of @Gladiabots on Android, I decided to remove all ads from the game.
Several reasons for that...

#GameDev #IndieGame #IndieDev #MobileGame
1. Ads are not fitting the gameplay:
It's is a pretty demanding game in terms of focus. Oddly enough, a bit like programming. And I know how irritating it can be to be interrupted during a programming session
...
2. I earn nothing from Ads:
OK almost nothing, less than one euro per day.
Hard to know exactly why as the revenue model is based obscure or hidden rules.
I guess it's mainly due to the fact that the game is too niche and will never reach millions of daily active players.
...
Read 6 tweets
As a deaf gamer I see a fair amount of #gamedevelopment questions asking how #gamedev's can support the #deaf and #HardofHearing folk.

I've got a few ideas and of course anyone else with ideas can reply to this or share it.
#accessibility #gaming #videogames
• Directional Waveform HUD

A toggle feature which could hover over the player. Whichever way the audio is coming from the waveform reacts. Would be no different to hearing directional footsteps. Perhaps a The Division tracking HUD for inspiration?

Example with #Fortnite
• Vignette Cues

Could get mistaken for health depletion, but this could indicate sound in specific games. Perhaps a horror/thriller.

An example in the bottom left, ideally, it would follow the audio around the screen. Although maybe not in front of the player.
Read 13 tweets
doing another vfx thread about my student project, @wildbrewgame
this time i'm breaking down my water shader!
#gamedev #indiedev #shaders #madewithunity
the starting point for this one is just a scrolling foam texture over a solid color alpha blended over the background.
there are lots of good stylized water tutorials out there, like this one by @minionsart : so i'm just going focus on what's different
next step is to add foam around the edges. i use a slightly different method here than others i've seen because instead of using the raw depth, i calculate the world-space position of the ground and then compare the water's height to that. if they are within a threshold it's foam
Read 13 tweets
Since it comes up again and again, especially with the rate at which games are released these days, here's a quick rundown on how to survive indie gamedev. At least, this is what I do and things have worked out ok. So strap yourself in and away we go... #gmaedev #indie #indiedev
You want to think in 3's:
3 days
3 weeks
3 months
3 years
Because time is the most important resource we have, both in gamedev and life. It rules all. So be very aware of your time. Now, 3's:
3 days to solve a problem. If you're spending more than 3 days to get something working or solve a bug, it's time to move on to something else. Come back to it after a refresh before it becomes a rabbit hole. Rabbit holes are death.
Read 21 tweets
I made a list of tips for showcasing a game to help me (and maybe you) in the next #GameDev event! Follow the #thread! #indiedev
1. Try to bring a second monitor or rent it from the event. Use it to show trailers or slideshows while someone is trying out the game or you work on fixing a crash on the main one. Boosts visibility if all you have is laptop too.
2. Tailor your swag and presentation to the audience. Business people like numbers and emails, gamers prefer gameplay, stickers and Steam keys.
Read 35 tweets
I released #Palindraw about 4 weeks ago.

play.google.com/store/apps/det…

It's my first deliberate attempt at #IndieGameDev and it's been an interesting experience. I wasn't sure what to expect.
The main functionality of the game was developed in about 4 weeks of evenings and weekends. Several months were spent on generating and hand picking the levels.
The levels are procedurally generated given a RNG seed and a few parameters. I wanted to have a nice balanced progression through each set.
Read 25 tweets
A lot to unpack in this gif so of course I am gonna post it in the middle of the night. Details in thread #wolfganggame #indiedev #gamedev
1. There's actually been a major gameplay mechanic change, changing stance manually heals you now. This allows you to effectively combo
Before, healing only happened when recovering from a stun, a problem b/c KOing enemies effectively heals them while you take defensive dmg
Read 10 tweets

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