@doommarine23.bsky.social
π€ 55
π₯ 98
π 95
Hobbyist Game Developer & Modder. Still adore the Nintendo 64.
#Cyberpunk
Malorian Arms 3516 inspired magnum pistol, probably for Turok 2. Next up is texturing. I know it makes no sense but come on man I shoved a .300 Win Mag in this bad boy. Ignore that the rounds don't fit the mag... Yeah...
#Blender
#gamedev
#indiedev
#Turok
#modding
#gaming
#retro
1 day ago
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reposted by
Kaptajnen
1 day ago
If you're interested in the
#Atari
Jaguar and its development scene, then you should check out "Monlynx" They've been putting a lot of work into a new 3D engine for the system that delivers some impressive performance Check their WIP video here:
www.youtube.com/@monlynx
#retro
#gamedev
#gaming
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Another small post: Tileable ditches for
#turok
#mods
which you could easily fill with water, lava, or whatever. Working on some lily pads too, I think they look nice so far.
#gamedev
#blender
#indiedev
1 day ago
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WIP tileable small creek for use in
#Turok
#mods
. Producing 45 degree turns will be tricky, never did many tilesets before. Once complete, plans for several pond/lakes to flow into, and wider, deeper creeks, as well as decor / props.
#indiedev
#gamedev
#blender
1 day ago
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Small preview of new level assets for
#Turok
#mods
I made in
#Blender
. The dirt patch and both kinds of mushrooms are all new. The tree is from the original game. I want to look into blending the dirt edges with alpha masking.
#indiedev
#gamedev
#lowpoly
#retro
2 days ago
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Physics probably need some adjustment, camera punch is too strong, etc. But it feels really fun. Imagine once I add some of the fastest dinosaurs like Ornithomimosaur? Basically recreated Joust at that point. Think of the platforming!
#Turok
#GameDev
#Modding
#IndieDev
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9 days ago
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Raptor Space Program was a success.... Experiments in giving mounts the ability to jump for basic platforming.
#Turok
#Indiedev
#Gamedev
#modding
#games
#N64
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9 days ago
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Implemented: -First draft of Mount/Dismount logic -Damage (not shown) -Camera tilt when turning, based on mount speed. Will provide option to disable. Coming along well, and only a *little* bit of crappy code in the back-end. Imagine parking your buddy to blast bad guys once I add guns?
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11 days ago
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A thought I've had many times over the past few months in regards to programming, but I am sure applies to many other things: If what you're doing feels too hard, unreasonably complicated, you probably don't understand it fully, and probably attempting it in an over-complicated way.
14 days ago
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Good Progress: -Turn animations when still -Procedural body/neck anim when moving -Three speeds + idle Still need damage, death, weapon system, dismount + safety so you don't get stuck, polish for both user and back-end. But I think most hard parts are over.
#Turok
#indiedev
#gamedev
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14 days ago
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New attempt at ridable mounts in
#Turok
. Lots to do: -Player damage -Mount weapons -Holster weapons if required/desired -Mount damage -Bug fixes But already feels cinematic and fun. Excited to see community maps with this once I finish it.
@nightdivestudios.bsky.social
#Indiedev
#Modding
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16 days ago
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reposted by
Nightdive Studios
19 days ago
You'll be able to wreak maximum havoc in Blood: Refreshed Supply by quickly swapping between tools of destruction using the game's weapon selection wheel! π₯
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reposted by
GameFromScratch
20 days ago
Acquired when they purchased Activision, Microsoft have recently open sourced the venerable Zork game series under the MIT license. Full source-code for Zork 1,2 and 3 is now available on GitHub.
gamefromscratch.com/microsoft-op...
#gamedev
#indiedev
#opensource
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Microsoft Open Source Zork 1, 2 and 3 β GameFromScratch.com
Microsoft have open sourced the Infocom text adventure games Zork 1 2 and 3, although not the Z-machine virtual runtime game engine
https://gamefromscratch.com/microsoft-open-source-zork-1-2-and-3/
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reposted by
jitspoe
about 1 month ago
Hey
#PitchYaGame
! I'm making a Quake-like retro FPS with steampunk weapons, Lovecraftian monsters, and crazy time and gravity distortions! Wishlist KOOK:
store.steampowered.com/app/2329690/...
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When you assault the tight twisting bowels of the Campaigner's fortress full of murderous cyborg soldiers, you can always depend on your automatic trench broom.
#Turok
#Modding
#Indiedev
#Gamedev
#n64
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about 1 month ago
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reposted by
Phyoke
about 1 month ago
My sheep enemy goes between idling and wandering in random directions, but whenever it leaves its home area, it'll turn back toward the center (10x speed)
#indiegamedev
#indiegame
#godot
#blender
#n64
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Fairly small preview for today: 3D shells for Turok. shotgun shell is a modified version of the original ammo pickup, whereas the others are new. Hopefully they fit the game's aesthetic and level of detail. Plan for these to be part of a larger modder's tool-kit.
#turok
#game-dev
#blender
about 2 months ago
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#Blender
render of a WIP SMG reload for a
#Turok
mod. Can you believe I based part of this gun off a Thompson?
#gamedev
#indiedev
#modding
#retrogame
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3 months ago
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reposted by
passivestar
3 months ago
Simple height blend shader in godot (+zip included)
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Simple height blend shader in godot
Hereβs a stupidly simple godot shader that blends between two PBR texture sets based on red vertex color channel and a height map: height_blend.zip Your browser does not support the video tag. This ki...
https://passivestar.xyz/posts/simple-height-blend-shader/
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Bolt action rifle for
@nightdivestudios.bsky.social
's
#Turok
remaster. Get ready for some big game hunting.
#blender
#indiedev
#gamedev
#modding
3 months ago
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Love the squish, super cute!
add a skeleton here at some point
3 months ago
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I'm quite fond of how they sound, I really like the crunchiness of the dirt. I wonder how it will all come together in the final mix? Because it sounds loud right now but I know you're just testing them out.
add a skeleton here at some point
3 months ago
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reposted by
Mr.Nekuromu
3 months ago
I also got another pre-rendered transition done! this time it's for the doors!
#lowpolyart
#lowpoly
#ps1
#PS1Aesthetics
#indiegame
#blender
#godot
#ps1graphics
#gamedev
#GodotEngine
#environment
#gamedev
#indiegamedev
#psx
#playstation
#horror
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You're nailing it so far, from the art to the audio and atmosphere. I thought this was a screenshot from one of the RE games. Really makes me want to experiment with the aesthetic myself. Any challenges or things you're most proud of?
add a skeleton here at some point
3 months ago
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reposted by
Red Llama
3 months ago
The Silksong hype is real but I've been working all day on a new curse system. I'll do a demonstration in my next post, but for now here's a quick gameplay teaser. Who's playing Silksong here?
#silksong
#indiedev
#gamedev
#darkfantasy
#psx
#godot
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reposted by
Red Llama
3 months ago
I've added a new curse mechanic to Crimson Rest. When you take damage or interact with objects, your curse bar will increase. You can lower it by killing monsters, but once the bar is full, the only way to reset it is by banishing Count Dracula. While you are cursed, monsters deal more damage!
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Looks great, I adore the crunchy dark art style and I'm surprised how readable it still is. The moonlight rays add a fantastic contrast. The room and game's art style look great. My only two bits of feedback: 1. hi-rez mode so I can appreciate the assets 2. maybe some camera swing when attacking
add a skeleton here at some point
3 months ago
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If it works, it works ;). Game looks awesome so far, love the retro style and the UI is seriously great, the whole thing looks awesome, especially the mini-map and how it moves in/out of screen.
add a skeleton here at some point
3 months ago
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0
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reposted by
Korzodin (Relentless Frontier)
3 months ago
Movement tech advice for Relentless Frontier: Crouch sliding, dashing, and jumping out of a crouch slide each give you a speed boost, handy for dodging and positioning. But if you *really* need to go fast? Combine them! The speed from these stack!
#Gamedev
#indiedev
#FPS
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reposted by
Octree
3 months ago
For
#ScreenshotSaturday
this week, a mortar barrage to help pull into the lead:
#godot
#gamedev
#indiedev
#godotengine
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reposted by
Quest 64 Official
3 months ago
September 6 2000, San Francisco Rush 2049 debuted on the N64 in the Americas! Composer Barry Leitch (Gauntlet Legends/Wing Commander/Top Gear etc...) put together the banger Nintendo 64 soundtrack with almost all the songs unique and exclusive to that version!
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reposted by
scracchin
3 months ago
wait until you see the animation from the sequel Blood Bros. (and the music)
youtu.be/TTTlDpCZbTk?...
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[ARCADE 60fps] Blood Bros - 2Players co-op longplay
YouTube video by GameLog
https://youtu.be/TTTlDpCZbTk?si=CVdDcMyQQARX9R0D&t=105
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reposted by
dino! π
11 months ago
"Cabal" on NES has what is undeniably the most "dudes rock" level-complete animation of all time (π sound on π) [Source:
youtu.be/muN6v-D4fjc
]
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reposted by
SULFUR
3 months ago
You're cooked π
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I think we're gonna have to bully this guy. Happy with how this cudgel turned out, disabled RDP shader for now because it was too blurry for FP weapons.
#Godot
#indiedev
#PSX
#N64
3 months ago
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reposted by
crowπ¦ββ¬
4 months ago
yeah its a little guy ya know?
#pixelart
#lowpoly
#lowpoly3d
#gamedev
#blockbench
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More aesthetic / vibe testing. Hybrid of
#PSX
,
#N64
and modern techniques, e.g. high-res shadows and per-pixel lighting. Aiming for a
#KingsField
feel Various shaders like Zorochase's Ultimate Retro Shader Collection & Purpbatboi2i's RDP Dither. I'm liking it so far.
#Godot
#Indie
#Gamedev
3 months ago
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reposted by
NullDott (Comms Full 4/4)
3 months ago
Cute elves do spells!
#blockbench
#3d
#art
#lowpoly
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reposted by
Hyokin (They/Them)
3 months ago
Finalized level geometry and decorations for V2 patch. Just need to tweak a few scripts and spawns and everything should be good to go shortly!
#Halo
#HaloMods
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Quick experiments with
#N64
style textures and models. Not going for limitation accuracy, just style. Top of stool needs a new texture, imo. But this looks similar to the N64 to me.
#Blender
#Godot
#indiedev
#gamedev
3 months ago
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10
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reposted by
Dodo
9 months ago
Fex Shuen Fanart Design reference from MrSans11111
#illustration
#digitalart
#sulfur
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reposted by
SULFUR
4 months ago
Can I pet that dawg???
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reposted by
Hiroplex
4 months ago
Somehow, I forgot to post this wonderful commission from
@zerospanda.bsky.social
back from
#GothMonth
, so I'll do that now! Here's Quinn the Slime, a funny little creature that loves fishing almost as much as they love their wife!
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reposted by
_Phon
4 months ago
Character commission made for
@hiroplex.bsky.social
Thanks a lot!
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Time for some late night stealth operations,
#Turok
style. Work in progress scope and night vision. Lots to do like sound effects, some logic fixes, eventually thermal vision too. You ready to reach out and touch somebody?
#indiedev
#gamedev
#N64
#modding
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4 months ago
0
13
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reposted by
Johan Peitz - wishlist Icy Tower!
4 months ago
The animation mode in picoCAD2 is coming along quite nicely. Really looking forward what actual artists will cook up! βΊοΈ
#gamedev
#picoCAD
#pixelart
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reposted by
Quest 64 Official
4 months ago
August 18 2000, Hercules: The Legendary Journeys debuted on the N64 in the Americas! Lead designer and writer Kirk Tome is credited on a plethora of games in different genres including lead director on Clay Fighter Sculptor's Cut and QA on both Rock n Roll Racing and Wolfenstein 3D!
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reposted by
SULFUR
4 months ago
"It's a MACHINE GUN!!!"
#indiegame
#sulfur
#fpsgames
#roguelite
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reposted by
Phyoke
4 months ago
Updates, it's coming along! - Fixed dingy colors - Idle/walk/run animation blending - Character controller runs on a state machine now (jumps and double-jumps work too, but aren't animated yet) - Added input buffer for jumps
#gamedev
#indiegamedev
#indiegame
#godot
#blender
#n64
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I agree. This is deeply important.
add a skeleton here at some point
4 months ago
1
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