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#leveldesign โ€” Public Fediverse posts

Live and recent posts from across the Fediverse tagged #leveldesign, aggregated by home.social.

  1. I'm late for #screenshotsaturday, but I put together this transitional area for what may be the boss map for my #quake episode. #leveldesign #gamedev #lowpoly

  2. I'm late for #screenshotsaturday, but I put together this transitional area for what may be the boss map for my #quake episode. #leveldesign #gamedev #lowpoly

  3. I'm late for #screenshotsaturday, but I put together this transitional area for what may be the boss map for my #quake episode. #leveldesign #gamedev #lowpoly

  4. I'm late for #screenshotsaturday, but I put together this transitional area for what may be the boss map for my #quake episode. #leveldesign #gamedev #lowpoly

  5. I guess working in Netradiant Custom is viable, but you have to open a Quake 4 map that already has single player entities in it.

    If you open it fresh, there is a bare definition file it must have internally that doesn't seem to load a full entity list, not even guns.

    But if you open a map populated with the proper entities, NRC figures out that it needs those, loads them properly and allows you to drop in stuff like those weapons which previously were gone in the right-click menu list

    There doesn't seem to be any way other than this to convince NRC to use proper defs

    More puzzlingly, this is a per-session thing. If you start out with a blank slate with an incorrect entity catalogue loaded, if you open an existing map, it does not pull the new list. You have to set NRC to reload the last map on startup, close out and then restart NRC with the proper map.

  6. I guess working in Netradiant Custom is viable, but you have to open a Quake 4 map that already has single player entities in it.

    If you open it fresh, there is a bare definition file it must have internally that doesn't seem to load a full entity list, not even guns.

    But if you open a map populated with the proper entities, NRC figures out that it needs those, loads them properly and allows you to drop in stuff like those weapons which previously were gone in the right-click menu list

    There doesn't seem to be any way other than this to convince NRC to use proper defs

    More puzzlingly, this is a per-session thing. If you start out with a blank slate with an incorrect entity catalogue loaded, if you open an existing map, it does not pull the new list. You have to set NRC to reload the last map on startup, close out and then restart NRC with the proper map.

    #gamedev #leveldesign #quake4

  7. I guess working in Netradiant Custom is viable, but you have to open a Quake 4 map that already has single player entities in it.

    If you open it fresh, there is a bare definition file it must have internally that doesn't seem to load a full entity list, not even guns.

    But if you open a map populated with the proper entities, NRC figures out that it needs those, loads them properly and allows you to drop in stuff like those weapons which previously were gone in the right-click menu list

    There doesn't seem to be any way other than this to convince NRC to use proper defs

    More puzzlingly, this is a per-session thing. If you start out with a blank slate with an incorrect entity catalogue loaded, if you open an existing map, it does not pull the new list. You have to set NRC to reload the last map on startup, close out and then restart NRC with the proper map.

    #gamedev #leveldesign #quake4

  8. I guess working in Netradiant Custom is viable, but you have to open a Quake 4 map that already has single player entities in it.

    If you open it fresh, there is a bare definition file it must have internally that doesn't seem to load a full entity list, not even guns.

    But if you open a map populated with the proper entities, NRC figures out that it needs those, loads them properly and allows you to drop in stuff like those weapons which previously were gone in the right-click menu list

    There doesn't seem to be any way other than this to convince NRC to use proper defs

    More puzzlingly, this is a per-session thing. If you start out with a blank slate with an incorrect entity catalogue loaded, if you open an existing map, it does not pull the new list. You have to set NRC to reload the last map on startup, close out and then restart NRC with the proper map.

    #gamedev #leveldesign #quake4

  9. I guess working in Netradiant Custom is viable, but you have to open a Quake 4 map that already has single player entities in it.

    If you open it fresh, there is a bare definition file it must have internally that doesn't seem to load a full entity list, not even guns.

    But if you open a map populated with the proper entities, NRC figures out that it needs those, loads them properly and allows you to drop in stuff like those weapons which previously were gone in the right-click menu list

    There doesn't seem to be any way other than this to convince NRC to use proper defs

    More puzzlingly, this is a per-session thing. If you start out with a blank slate with an incorrect entity catalogue loaded, if you open an existing map, it does not pull the new list. You have to set NRC to reload the last map on startup, close out and then restart NRC with the proper map.

    #gamedev #leveldesign #quake4

  10. Worked way too long last night on lighting and encounters, and it's a lot of fun angles and loops. Now to finish details.
    #screenshotsaturday #leveldesign #gamedev #Quake

  11. Worked way too long last night on lighting and encounters, and it's a lot of fun angles and loops. Now to finish details.
    #screenshotsaturday #leveldesign #gamedev #Quake

  12. Worked way too long last night on lighting and encounters, and it's a lot of fun angles and loops. Now to finish details.
    #screenshotsaturday #leveldesign #gamedev #Quake

  13. Worked way too long last night on lighting and encounters, and it's a lot of fun angles and loops. Now to finish details.
    #screenshotsaturday #leveldesign #gamedev #Quake

  14. Worked way too long last night on lighting and encounters, and it's a lot of fun angles and loops. Now to finish details.
    #screenshotsaturday #leveldesign #gamedev #Quake

  15. Getting much closer to the playtest phase of my #Quake episode. Five maps are near complete. Then I have to finish the boss and start map.
    #screenshotsaturday #leveldesign #gamedev

  16. Getting much closer to the playtest phase of my #Quake episode. Five maps are near complete. Then I have to finish the boss and start map.
    #screenshotsaturday #leveldesign #gamedev

  17. Getting much closer to the playtest phase of my #Quake episode. Five maps are near complete. Then I have to finish the boss and start map.
    #screenshotsaturday #leveldesign #gamedev

  18. Getting much closer to the playtest phase of my #Quake episode. Five maps are near complete. Then I have to finish the boss and start map.
    #screenshotsaturday #leveldesign #gamedev

  19. Getting much closer to the playtest phase of my #Quake episode. Five maps are near complete. Then I have to finish the boss and start map.
    #screenshotsaturday #leveldesign #gamedev

  20. FOSS, single-file, vanilla, save with CTRL + S. This is designed to make single file webpages/programs in absolute position or VW. The keyboard is like Vi. 20 levels per project. And, completely unexplainable, I included a micro-program which does ASCII Art. Just press enter to clip it. Proof Of Concept: WIP. #GameDev #IndieWeb #Screenshot #WIP #GamedevTools #DevLog #RetroGaming #AssetCreation #Tiling #UIUX #LevelDesign #GamedevCommunity #IndieGameDev #GraphicDesign #UserInterface

  21. Ayer estuve haciendo preparativos para el juego de la Game Jam:
    - Escogiendo assets de entre el pack de Kenney que comprรฉ.
    - Configurando tilemaps.
    - Decidiendo el tamaรฑo de los sprites y del viewport.

    #godot #gameDev #pixelArt #levelDesign #tileMaps

  22. Ayer estuve haciendo preparativos para el juego de la Game Jam:
    - Escogiendo assets de entre el pack de Kenney que comprรฉ.
    - Configurando tilemaps.
    - Decidiendo el tamaรฑo de los sprites y del viewport.

    #godot #gameDev #pixelArt #levelDesign #tileMaps

  23. Ayer estuve haciendo preparativos para el juego de la Game Jam:
    - Escogiendo assets de entre el pack de Kenney que comprรฉ.
    - Configurando tilemaps.
    - Decidiendo el tamaรฑo de los sprites y del viewport.

    #godot #gameDev #pixelArt #levelDesign #tileMaps

  24. Q30 Limits Jam, create a map based on original game limitation, was this week. I reimagined DM4 as a singleplayer map with more running around than teleporting.
    #quake #gamedev #leveldesign #screenshotsaturday

  25. Q30 Limits Jam, create a map based on original game limitation, was this week. I reimagined DM4 as a singleplayer map with more running around than teleporting.
    #quake #gamedev #leveldesign #screenshotsaturday

  26. Q30 Limits Jam, create a map based on original game limitation, was this week. I reimagined DM4 as a singleplayer map with more running around than teleporting.
    #quake #gamedev #leveldesign #screenshotsaturday

  27. Q30 Limits Jam, create a map based on original game limitation, was this week. I reimagined DM4 as a singleplayer map with more running around than teleporting.
    #quake #gamedev #leveldesign #screenshotsaturday

  28. Under the hood, developer's kitchen! Prototyping... The conveyor belt will be part of some puzzle scenes. This is a very draft version, but there will be something between the belts that will repel objects (impulse thrower)

    store.steampowered.com/app/452

    #gamedev #indiedev #indiegame #gaming #games #scifi #leveldesign #UnrealEngine #UE5 #puzzles