artofsully.bsky.social
π¦πΊπΈπͺ Lowpoly 3D Artist / Game Dev / Guitarist
πΌ Senior Tech Artist at Mojang
π£ BOMBSHELL BLITZ: https://store.steampowered.com/app/3445610/
linktr.ee/artofsully
725 posts
13,623 followers
389 following
Getting Started
Active Commenter
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Congratulations you guys!!! ππ€
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looking fantastic andy!
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we're still besties stevie! <3
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oozing with style dude! Also i love how similar our games are haha - i do the same 'camera move to new location' for each menu screen :D really inspiring!
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Iβm actually refactoring all my tank AI to not use navmesh either and opt for simpler weight based intelligence/decision making π
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Itβs pretty damn light on the roguelite element tbf, mainly just there to add value for people who want to play longer. Itβs very much designed as a quality linear experience first and foremost
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Yep! Much to my own demise haha π
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it'd be cool to get some more instruments going and associate their volume with specific tanks or objectives like in wii tanks π€
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thank you!!
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Really nice!!
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yup - card, 4X, rpgs or anything that requires a LOT of systems all working at once are inherently risky purely because of how much needs to be invested up front in design before you know if it's gonna pay off.
something like a platformer or action game can be a LOT faster
trust the vision hahaπ
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my point is: don't get stuck overanalysing your mechanics in isolation. Prototype and test the sum of all parts! It's like solo mixing a guitar track until it's perfect, but then adding the bass and suddenly the mix sounds shit beacuse you left no room for the low end :D
π§΅/7 end
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the inverse argument is also true though- if you're needing to add so many other parts to your game to justify ONE mechanic and make it viable/fun, maaaybe that mechanic isn't a good fit for your game design as a whole. it can be a good early warning sign.
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i think a lot of this probably sounds very obvious but as a developer it's an easy trap to fall into early in dev when you're looking for that 'hook'. Depending on your genre it can take a long ass time and a lot of parts before you finally reach that special recipe of fun
π§΅/5
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they didn't need to over complicate chief's character controller with a million mechanics and systems buzzing away at you to keep you occupied. they just built a complex world of *individually simple* mechanics that complement each other in complex ways when *put together*
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the reason halo has that cliche '30 seconds of fun' is because the CONTEXT chief is put into. Enemies and levels that force you to adapt and experiment- you're STILL just moving and shooting, but somehow it's not boring anymore. There's a whole matrix of things interacting.
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imagine you put master chief from Halo CE in a box, with only the basic character controls, shooting, melee, a few weapons, and grenades. Despite all that and being *Halo*, it'd still be pretty boring on its own. The most interesting thing you could do is maybe grenade jump
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If I had a playdate I would π
perhaps an investment is due to be made
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This looks sick dude!! π±
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sendin you one(1) hug miss stevie π€
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Ahhh so cool
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this is a comfy place
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"gooncore aesthetic" is incredible
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<3!!
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This is adorable π₯Ή
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HAHA
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that is also legal and allowed
there is a 90% chance i open BG3 after a few hours :D
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So cool! π€
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So pretty!!
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THE CRUNCHY RECYCLE MACHINE
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YEAH CARRY ALL THOSE LIL ITEMS
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gratz kate - the vfx in the game are sick!
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β
π«‘
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This is cute!
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Itβs all coming together so good!
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HUG SHAPED
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woahwoah this looks cool π
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PROTECT THE SMILE π€
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Yessss so good!
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but the fact is i DID it and it's both functional AND pretty β¨
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Hug shaped