home.social

#minervalabyrinth — Public Fediverse posts

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

fetched live
  1. I'm experimenting with more lightweight symbols and environmental art for gameplay events (such as item caches) and supplemental decoration. To support the change from the big plate icons in ML1, I added a "search here" HUD icon and slightly focused view (for certain objects) to mark searchable tiles. Some of them will be secrets, though. 🤫

    Again, this is all highly experimental, but overall I like the results so far.

    #IndieDev #GameDev #ScreenshotSaturday #MinervaLabyrinth #DungeonCrawler

  2. I'm experimenting with more lightweight symbols and environmental art for gameplay events (such as item caches) and supplemental decoration. To support the change from the big plate icons in ML1, I added a "search here" HUD icon and slightly focused view (for certain objects) to mark searchable tiles. Some of them will be secrets, though. 🤫

    Again, this is all highly experimental, but overall I like the results so far.

    #IndieDev #GameDev #ScreenshotSaturday #MinervaLabyrinth #DungeonCrawler

  3. I'm experimenting with more lightweight symbols and environmental art for gameplay events (such as item caches) and supplemental decoration. To support the change from the big plate icons in ML1, I added a "search here" HUD icon and slightly focused view (for certain objects) to mark searchable tiles. Some of them will be secrets, though. 🤫

    Again, this is all highly experimental, but overall I like the results so far.

    #IndieDev #GameDev #ScreenshotSaturday #MinervaLabyrinth #DungeonCrawler

  4. I'm experimenting with more lightweight symbols and environmental art for gameplay events (such as item caches) and supplemental decoration. To support the change from the big plate icons in ML1, I added a "search here" HUD icon and slightly focused view (for certain objects) to mark searchable tiles. Some of them will be secrets, though. 🤫

    Again, this is all highly experimental, but overall I like the results so far.

    #IndieDev #GameDev #ScreenshotSaturday #MinervaLabyrinth #DungeonCrawler

  5. I'm experimenting with more lightweight symbols and environmental art for gameplay events (such as item caches) and supplemental decoration. To support the change from the big plate icons in ML1, I added a "search here" HUD icon and slightly focused view (for certain objects) to mark searchable tiles. Some of them will be secrets, though. 🤫

    Again, this is all highly experimental, but overall I like the results so far.

    #IndieDev #GameDev #ScreenshotSaturday #MinervaLabyrinth #DungeonCrawler

  6. A basic but overdue technical upgrade: migrating my portrait components from hand-colored sprites (a prototyping solution that I never replaced) to palette-swap shaders. This should clean up my sprite work quite a bit and make it a lot easier to add new models and colors. Hair in particular was getting to be unmanageable, with six styles and ten colors split into three layers.

    #IndieDev #GameDev #SoloDev #ScreenshotSaturday #MinervaLabyrinth

  7. A basic but overdue technical upgrade: migrating my portrait components from hand-colored sprites (a prototyping solution that I never replaced) to palette-swap shaders. This should clean up my sprite work quite a bit and make it a lot easier to add new models and colors. Hair in particular was getting to be unmanageable, with six styles and ten colors split into three layers.

    #IndieDev #GameDev #SoloDev #ScreenshotSaturday #MinervaLabyrinth

  8. A basic but overdue technical upgrade: migrating my portrait components from hand-colored sprites (a prototyping solution that I never replaced) to palette-swap shaders. This should clean up my sprite work quite a bit and make it a lot easier to add new models and colors. Hair in particular was getting to be unmanageable, with six styles and ten colors split into three layers.

    #IndieDev #GameDev #SoloDev #ScreenshotSaturday #MinervaLabyrinth

  9. A basic but overdue technical upgrade: migrating my portrait components from hand-colored sprites (a prototyping solution that I never replaced) to palette-swap shaders. This should clean up my sprite work quite a bit and make it a lot easier to add new models and colors. Hair in particular was getting to be unmanageable, with six styles and ten colors split into three layers.

    #IndieDev #GameDev #SoloDev #ScreenshotSaturday #MinervaLabyrinth

  10. A basic but overdue technical upgrade: migrating my portrait components from hand-colored sprites (a prototyping solution that I never replaced) to palette-swap shaders. This should clean up my sprite work quite a bit and make it a lot easier to add new models and colors. Hair in particular was getting to be unmanageable, with six styles and ten colors split into three layers.

    #IndieDev #GameDev #SoloDev #ScreenshotSaturday #MinervaLabyrinth

  11. I implemented preliminary support for difficulty settings with several different factors that I can control. This is something I wanted to do for ML1, but by the time I was considering it, I felt it was too late in development to do it in the way that I wanted (it would require an editing pass over every encounter in the game, just for starters). This time I'll have it ready on the ground floor and can test and refine it as I go.

    #IndieDev #GameDev #SoloDev #MinervaLabyrinth

  12. I implemented preliminary support for difficulty settings with several different factors that I can control. This is something I wanted to do for ML1, but by the time I was considering it, I felt it was too late in development to do it in the way that I wanted (it would require an editing pass over every encounter in the game, just for starters). This time I'll have it ready on the ground floor and can test and refine it as I go.

    #IndieDev #GameDev #SoloDev #MinervaLabyrinth

  13. I implemented preliminary support for difficulty settings with several different factors that I can control. This is something I wanted to do for ML1, but by the time I was considering it, I felt it was too late in development to do it in the way that I wanted (it would require an editing pass over every encounter in the game, just for starters). This time I'll have it ready on the ground floor and can test and refine it as I go.

    #IndieDev #GameDev #SoloDev #MinervaLabyrinth

  14. I implemented preliminary support for difficulty settings with several different factors that I can control. This is something I wanted to do for ML1, but by the time I was considering it, I felt it was too late in development to do it in the way that I wanted (it would require an editing pass over every encounter in the game, just for starters). This time I'll have it ready on the ground floor and can test and refine it as I go.

    #IndieDev #GameDev #SoloDev #MinervaLabyrinth

  15. I implemented preliminary support for difficulty settings with several different factors that I can control. This is something I wanted to do for ML1, but by the time I was considering it, I felt it was too late in development to do it in the way that I wanted (it would require an editing pass over every encounter in the game, just for starters). This time I'll have it ready on the ground floor and can test and refine it as I go.

    #IndieDev #GameDev #SoloDev #MinervaLabyrinth

  16. First draft of item enchanting. It took some iteration to figure out the layout and what information is needed. How this all actually works and what options are available (or even if it's a worthwhile addition at all) will need playtesting, but it's a start.

    The idea is to add a small additional vector for gear customization and loot via these rare enchanting materials.

    #IndieDev #GameDev #SoloDev #ScreenshotSaturday #MinervaLabyrinth

  17. First draft of item enchanting. It took some iteration to figure out the layout and what information is needed. How this all actually works and what options are available (or even if it's a worthwhile addition at all) will need playtesting, but it's a start.

    The idea is to add a small additional vector for gear customization and loot via these rare enchanting materials.

    #IndieDev #GameDev #SoloDev #ScreenshotSaturday #MinervaLabyrinth

  18. First draft of item enchanting. It took some iteration to figure out the layout and what information is needed. How this all actually works and what options are available (or even if it's a worthwhile addition at all) will need playtesting, but it's a start.

    The idea is to add a small additional vector for gear customization and loot via these rare enchanting materials.

    #IndieDev #GameDev #SoloDev #ScreenshotSaturday #MinervaLabyrinth

  19. First draft of item enchanting. It took some iteration to figure out the layout and what information is needed. How this all actually works and what options are available (or even if it's a worthwhile addition at all) will need playtesting, but it's a start.

    The idea is to add a small additional vector for gear customization and loot via these rare enchanting materials.

    #IndieDev #GameDev #SoloDev #ScreenshotSaturday #MinervaLabyrinth

  20. First draft of item enchanting. It took some iteration to figure out the layout and what information is needed. How this all actually works and what options are available (or even if it's a worthwhile addition at all) will need playtesting, but it's a start.

    The idea is to add a small additional vector for gear customization and loot via these rare enchanting materials.

    #IndieDev #GameDev #SoloDev #ScreenshotSaturday #MinervaLabyrinth

  21. I'm messing around with adding enchantments to items. Here's a weapon with an accuracy bonus applied. I'm not sure yet if I'll actually use this in the game or not, but I felt like implementing it just for fun. Plus, I had to do some refactoring to how items are managed in order to support it, and those changes will allow me to track other instanced item data, if I want.

    #IndieDev #GameDev #ScreenshotSaturday #MinervaLabyrinth

  22. I'm messing around with adding enchantments to items. Here's a weapon with an accuracy bonus applied. I'm not sure yet if I'll actually use this in the game or not, but I felt like implementing it just for fun. Plus, I had to do some refactoring to how items are managed in order to support it, and those changes will allow me to track other instanced item data, if I want.

    #IndieDev #GameDev #ScreenshotSaturday #MinervaLabyrinth

  23. I'm messing around with adding enchantments to items. Here's a weapon with an accuracy bonus applied. I'm not sure yet if I'll actually use this in the game or not, but I felt like implementing it just for fun. Plus, I had to do some refactoring to how items are managed in order to support it, and those changes will allow me to track other instanced item data, if I want.

    #IndieDev #GameDev #ScreenshotSaturday #MinervaLabyrinth

  24. I'm messing around with adding enchantments to items. Here's a weapon with an accuracy bonus applied. I'm not sure yet if I'll actually use this in the game or not, but I felt like implementing it just for fun. Plus, I had to do some refactoring to how items are managed in order to support it, and those changes will allow me to track other instanced item data, if I want.

    #IndieDev #GameDev #ScreenshotSaturday #MinervaLabyrinth

  25. I'm messing around with adding enchantments to items. Here's a weapon with an accuracy bonus applied. I'm not sure yet if I'll actually use this in the game or not, but I felt like implementing it just for fun. Plus, I had to do some refactoring to how items are managed in order to support it, and those changes will allow me to track other instanced item data, if I want.

    #IndieDev #GameDev #ScreenshotSaturday #MinervaLabyrinth

  26. I'm working on some shop GUI enhancements. I added a "buy and equip" feature so you don't have to leave the shop interface, and I tried to simplify the compare panel on the right. It now gives a basic up/down based on item tier and displays a more readable full stat breakdown in buy+equip mode.

    The goal is to reduce menu friction and make it easier to find what you want. I'm open to feedback.

    Video is "after," screenshot is "before."

    #IndieDev #GameDev #MinervaLabyrinth #ScreenshotSaturday

  27. I'm working on some shop GUI enhancements. I added a "buy and equip" feature so you don't have to leave the shop interface, and I tried to simplify the compare panel on the right. It now gives a basic up/down based on item tier and displays a more readable full stat breakdown in buy+equip mode.

    The goal is to reduce menu friction and make it easier to find what you want. I'm open to feedback.

    Video is "after," screenshot is "before."

    #IndieDev #GameDev #MinervaLabyrinth #ScreenshotSaturday

  28. I'm working on some shop GUI enhancements. I added a "buy and equip" feature so you don't have to leave the shop interface, and I tried to simplify the compare panel on the right. It now gives a basic up/down based on item tier and displays a more readable full stat breakdown in buy+equip mode.

    The goal is to reduce menu friction and make it easier to find what you want. I'm open to feedback.

    Video is "after," screenshot is "before."

    #IndieDev #GameDev #MinervaLabyrinth #ScreenshotSaturday

  29. I'm working on some shop GUI enhancements. I added a "buy and equip" feature so you don't have to leave the shop interface, and I tried to simplify the compare panel on the right. It now gives a basic up/down based on item tier and displays a more readable full stat breakdown in buy+equip mode.

    The goal is to reduce menu friction and make it easier to find what you want. I'm open to feedback.

    Video is "after," screenshot is "before."

    #IndieDev #GameDev #MinervaLabyrinth #ScreenshotSaturday

  30. I'm working on some shop GUI enhancements. I added a "buy and equip" feature so you don't have to leave the shop interface, and I tried to simplify the compare panel on the right. It now gives a basic up/down based on item tier and displays a more readable full stat breakdown in buy+equip mode.

    The goal is to reduce menu friction and make it easier to find what you want. I'm open to feedback.

    Video is "after," screenshot is "before."

    #IndieDev #GameDev #MinervaLabyrinth #ScreenshotSaturday

  31. Some work for my next game that I wasn't looking forward to: upgrading the automap with a scrollable viewing area to support bigger levels. I actually didn't need to add a whole lot of code, though. It was mostly updating a bunch of finicky math to work for a more general case.

    ML1 was locked to 16x16 maps, but I can make them much bigger now. 🤔

    #IndieDev #GameDev #SoloDev #ScreenshotSaturday #MinervaLabyrinth #DungeonCrawler

  32. Some work for my next game that I wasn't looking forward to: upgrading the automap with a scrollable viewing area to support bigger levels. I actually didn't need to add a whole lot of code, though. It was mostly updating a bunch of finicky math to work for a more general case.

    ML1 was locked to 16x16 maps, but I can make them much bigger now. 🤔

    #IndieDev #GameDev #SoloDev #ScreenshotSaturday #MinervaLabyrinth #DungeonCrawler

  33. Some work for my next game that I wasn't looking forward to: upgrading the automap with a scrollable viewing area to support bigger levels. I actually didn't need to add a whole lot of code, though. It was mostly updating a bunch of finicky math to work for a more general case.

    ML1 was locked to 16x16 maps, but I can make them much bigger now. 🤔

    #IndieDev #GameDev #SoloDev #ScreenshotSaturday #MinervaLabyrinth #DungeonCrawler

  34. Some work for my next game that I wasn't looking forward to: upgrading the automap with a scrollable viewing area to support bigger levels. I actually didn't need to add a whole lot of code, though. It was mostly updating a bunch of finicky math to work for a more general case.

    ML1 was locked to 16x16 maps, but I can make them much bigger now. 🤔

    #IndieDev #GameDev #SoloDev #ScreenshotSaturday #MinervaLabyrinth #DungeonCrawler

  35. Some work for my next game that I wasn't looking forward to: upgrading the automap with a scrollable viewing area to support bigger levels. I actually didn't need to add a whole lot of code, though. It was mostly updating a bunch of finicky math to work for a more general case.

    ML1 was locked to 16x16 maps, but I can make them much bigger now. 🤔

    #IndieDev #GameDev #SoloDev #ScreenshotSaturday #MinervaLabyrinth #DungeonCrawler

  36. I officially started coding work on my next dungeon crawler today. I'm starting out by refactoring some years-old pain points and implementing my tentative new design for how stats will work.

    I'm moving up to #GodotEngine 4.6.1 this time. So far so good. It seems more streamlined and performant than 4.4.

    #IndieDev #GameDev #SoloDev #MinervaLabyrinth #Godot #MadeWithGodot

  37. I officially started coding work on my next dungeon crawler today. I'm starting out by refactoring some years-old pain points and implementing my tentative new design for how stats will work.

    I'm moving up to #GodotEngine 4.6.1 this time. So far so good. It seems more streamlined and performant than 4.4.

    #IndieDev #GameDev #SoloDev #MinervaLabyrinth #Godot #MadeWithGodot

  38. I officially started coding work on my next dungeon crawler today. I'm starting out by refactoring some years-old pain points and implementing my tentative new design for how stats will work.

    I'm moving up to #GodotEngine 4.6.1 this time. So far so good. It seems more streamlined and performant than 4.4.

    #IndieDev #GameDev #SoloDev #MinervaLabyrinth #Godot #MadeWithGodot

  39. I officially started coding work on my next dungeon crawler today. I'm starting out by refactoring some years-old pain points and implementing my tentative new design for how stats will work.

    I'm moving up to #GodotEngine 4.6.1 this time. So far so good. It seems more streamlined and performant than 4.4.

    #IndieDev #GameDev #SoloDev #MinervaLabyrinth #Godot #MadeWithGodot

  40. I officially started coding work on my next dungeon crawler today. I'm starting out by refactoring some years-old pain points and implementing my tentative new design for how stats will work.

    I'm moving up to #GodotEngine 4.6.1 this time. So far so good. It seems more streamlined and performant than 4.4.

    #IndieDev #GameDev #SoloDev #MinervaLabyrinth #Godot #MadeWithGodot

  41. I'm off this week, and I spent most of it putting this update together. I've been wanting to revisit and refine some skill mechanics for a while, but I needed a break and some distance from launch to get into the right head space for it.

    #IndieDev #GameDev #SoloDev #MinervaLabyrinth

    midnightspiregames.itch.io/min

  42. I'm off this week, and I spent most of it putting this update together. I've been wanting to revisit and refine some skill mechanics for a while, but I needed a break and some distance from launch to get into the right head space for it.

    #IndieDev #GameDev #SoloDev #MinervaLabyrinth

    midnightspiregames.itch.io/min

  43. I'm off this week, and I spent most of it putting this update together. I've been wanting to revisit and refine some skill mechanics for a while, but I needed a break and some distance from launch to get into the right head space for it.

    #IndieDev #GameDev #SoloDev #MinervaLabyrinth

    midnightspiregames.itch.io/min

  44. I'm off this week, and I spent most of it putting this update together. I've been wanting to revisit and refine some skill mechanics for a while, but I needed a break and some distance from launch to get into the right head space for it.

    #IndieDev #GameDev #SoloDev #MinervaLabyrinth

    midnightspiregames.itch.io/min

  45. I'm off this week, and I spent most of it putting this update together. I've been wanting to revisit and refine some skill mechanics for a while, but I needed a break and some distance from launch to get into the right head space for it.

    #IndieDev #GameDev #SoloDev #MinervaLabyrinth

    midnightspiregames.itch.io/min

  46. Only one more review to reach Steam's visibility threshold. If you've played Minerva Labyrinth and have thoughts, would you consider leaving one?

    #IndieDev #GameDev #MinervaLabyrinth

  47. Only one more review to reach Steam's visibility threshold. If you've played Minerva Labyrinth and have thoughts, would you consider leaving one?

    #IndieDev #GameDev #MinervaLabyrinth

  48. Only one more review to reach Steam's visibility threshold. If you've played Minerva Labyrinth and have thoughts, would you consider leaving one?

    #IndieDev #GameDev #MinervaLabyrinth

  49. Only one more review to reach Steam's visibility threshold. If you've played Minerva Labyrinth and have thoughts, would you consider leaving one?

    #IndieDev #GameDev #MinervaLabyrinth

  50. Only one more review to reach Steam's visibility threshold. If you've played Minerva Labyrinth and have thoughts, would you consider leaving one?

    #IndieDev #GameDev #MinervaLabyrinth