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sumac.bsky.social
Who left all this garbage out here? This is perfectly good trash. Hiking fan, indie game dev, and fighting game player.
193 posts 127 followers 76 following
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oops forgot to make a card reader nooow on to texturing
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now to texture this horrid little thing
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culic
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The pizza itself is a mix of oatmeal, cottage cheese (for the crust) rubber, and wet paint textures heavily modified and layered. The cardboard backing is cardboard, and for the plastic wrap I used a polar transform on some crumpled paper, boosted the contrast and inverted it for an opacity mask
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honestly it's great that so many indie games coming out lately are adopting early 2000s visual styles. It's a great aesthetic, it's a lot less visually muddy than a heavily DLSS'd game, and it's reasonable for a v small team to make and usually runs well enough to work on steam deck/low spec
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Why does a horror game need a dynamic shopping system? Well.... it doesn't! But I like those kinds of job sim games, and having an easy way to build out an endless/chill mode after launch makes me feel a lot better than just hard-coding a bunch of fully scripted interactions.
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The most difficult part was probably the bus ride I programmed last year, since I wanted the player to move around the bus without risk of physics interactions, but a close second is programming an NPC shopping system, a dynamic modular shelf system, and then getting those two to work together.
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nearing the end of the like, complicated mechanics for my game. Going to set up some dummy scenarios to test it all out this week, and see if the NPCs can shop and pick up items as they're supposed to!
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Anyway here's some of that
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i would simply command grab in this situation
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Anyway I think My Summer Car gets this better than almost anything else. The bus ride in that game is great - it takes forever, but it feels good because I'm always taking it somewhere meaningful. Riding that boring slow bus is way more fun than driving a car aimlessly in any other open world game.
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It's about 10 mins total, and it's something I feel immersive games largely miss - a deliberately boring space. I like those spaces when there's a reason to be there, when you're doing something there. It doesn't feel good to hang out in the largely non-interactive plazas in Cyberpunk, for example.
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There's no compelling gameplay or horror reason for the bus ride to be so long, other than I enjoy games with long bus rides and I like the IRL place my game is set, so naturally I wanted to put a long-ass bus ride in the game.
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For instance I spent like a week or two programming a rideable bus that lets you sit in any seat, jump, move around, etc while the bus is moving and it's totally stable. It takes you from your home to the store. You can skip it, but it's 5 miles long and the bus travels between 20-45 mph
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grabbing it now hehe
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I haven't seen it!
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just another day in parkour civilization
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State trees are stable enough that it's not a huge problem, but it does feel a little like I'm building a house in the dark by feel. Is that a concrete foundation I'm building on, or is it a blanket draped over some couch cushions with a "no bugs allowed" sign taped to the side.
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dehumanize yourself and face to content
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roll your own 7-11 lamp foods