Stanislav Vorobiov (@Shephf) header
Stanislav Vorobiov (@Shephf) profile picture

I made Trigger Time: https://xitter.gq/t.co/mYYctywQaM and working on The Mission: https://xitter.gq/t.co/X3QPnA2GSL

Spain
Joined April 2016
Photo by Stanislav Vorobiov (@Shephf)Photo by Stanislav Vorobiov (@Shephf)Photo by Stanislav Vorobiov (@Shephf)Photo by Stanislav Vorobiov (@Shephf)Photo by Stanislav Vorobiov (@Shephf)Photo by Stanislav Vorobiov (@Shephf)Photo by Stanislav Vorobiov (@Shephf)Photo by Stanislav Vorobiov (@Shephf)Photo by Stanislav Vorobiov (@Shephf)Photo by Stanislav Vorobiov (@Shephf)
More boss animations updated #gamedev #indiedev #indiegame
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As an experiment I took my unfinished game - "The Mission" made with my own engine and tried to finish and polish its second level using opus 5.5 xhigh, after about 7 hours of work and m.b. 10 or so prompts I got to this. Should I finish that game ?) #gamedev #indiedev #indiegame
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It can do some art in existing art style, but its limited, but hey, thats exactly what I DON'T want it to do. Like I do art myself. As for animations with Spine, well, its also very limited, but again that's what I want to do myself.
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It's pretty good at implementing character behavior and it can do boss fights, but you need to give it a lot of direction, but again, that's the point of game design. You just dont handcode all of this anymore
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Experimenting with different ideas for mini-bosses. Thinking about having a mini-boss per each normal enemy type. Quick-n-dirty prototype for now #gamedev #indiedev #godotengine #indiegame #screenshotsaturday
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ブロック崩しのブロックになって最後まで生き残るゲーム作りました #gamedev #ゲーム制作
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L4D2 was such an awesome game, I still remember small details like this one :) I had hundreds of hours played in versus mode
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Boss rooms are now enclosed with 2 acid killzones instead of just membrane blockers, progression cards animations added #gamedev #indiedev #godotengine #indiegame
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Better HUD and progression system. It feels so good to get this out of the way, now I can concentrate on gameplay more! Hope to get to first playable demo soon! #gamedev #indiedev #godotengine #indiegame
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Working on main menu. I've decided to use some AI assistance to make HUD and UI faster, for the demo build. I want to get to first playable demo faster #gamedev #indiedev #godotengine #indiegame
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Killzone just got more interesting :) #gamedev #indiedev #godotengine #indiegame
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I finally got level generation working via "section stitching." It works rather well - I made a stress-test level with 32 stitched sections (the video shows 2-3), it's pretty huge, but the game still runs at ~1200fps with all that stuff #gamedev #indiedev #godotengine #indiegame
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Didn't do much this weekend, but at least I got "stitching" working — this "gut" is going to be procedurally generated, so I'll need it #gamedev #indiedev #godotengine #indiegame
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So I managed to stitch many of these parts together and animate only visible portion, so it doesnt impact performance, but I still have problems left: can't clip children with custom uvs, cant stitch nicely when widths of parts differ, etc. Its driving me crazy already...
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I really liked how the new "membrane" looked alive - now the entire level is alive :) I only worry that it could cause motion sickness #gamedev #indiedev #godotengine #indiegame
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on my way to releasing this game like...
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Leech's bullets are done! Put together a small test area to see how everything feels so far — happy with it. You feel strong, fast, and cunning 🐛 #gamedev #indiedev #godotengine #indiegame
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Worked on the "membrane." Besides making it physical, I also made it "accept" blood decals, so it can get blood-stained like the walls and floor of the level #gamedev #indiedev #godotengine #indiegame
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Worked on "blob" enemy art and animations today. But now it's more like some kind of amoeba :) #gamedev #indiedev #godotengine #indiegame
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