Boi's Development Log

inspired by @Bio’s and @Maple’s devlogs, I have no better software to put this in
for context:

  • I can make particles and I’m ok at anims
  • I can’t code (like at all)
  • I’m very mid at building

my project rn is a steampunk/magic heavily sandbox RPG (terraria-ish)
here’s how it’s going so far:


title screen camera angle and effects


cloud effect


starter homescreen UI


basic terrain generation and inventory system

yeah
I’ll post more on this as I add more to the game

3 Likes

Very cool! :confetti_ball:

I misread that as Bio for a second, anyways this will be very interesting to watch and I await with great interest to see your progress.

1 Like

I miss read this as well and I was wondering why I pinged myself in my own development log q.q
image

Boi you cooking good

download (34)

another game developer…
maybe vetex should hire the forumers with their amazing work

made slash effect for combat
(I tried to upload video but it said no more storage on device even though I still have a lot of storage)
Processing: image.png…

Please tell me that you have barebone game-design, psychology, and philosophy knowledge :pray:

only game-design

wait why would I need sphyco,ogy or philosophy

Game design is about motivation theory/reinforcement theory, without it, you can’t manipulate your players to act or feel the way you want them to.
Game design is mostly relative (to an objective) and has to rely on your philosophy in order to be further elaborated on (e.g. pvp toggle).
Lastly, there’s game design philosophy which is about your approach of game design as a whole. A well known example is game design by substraction.

just slap some large numbers on the screen and it’ll work out

huh
like how blox fruits enlarges the damage and health of you and opponents so it looks different but actually stays the same difficulty?

Well no. Magma and bomb do very diffrent dmg