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#projectwasp — Public Fediverse posts

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

  1. I learned about Terrain3D and Scatter for #Godot, and now making a Stalker/Metro Exodus style segmented open world is becoming incredibly tempting.

    #gamedev #ProjectWasp

  2. I learned about Terrain3D and Scatter for #Godot, and now making a Stalker/Metro Exodus style segmented open world is becoming incredibly tempting.

    #gamedev #ProjectWasp

  3. I learned about Terrain3D and Scatter for #Godot, and now making a Stalker/Metro Exodus style segmented open world is becoming incredibly tempting.

    #gamedev #ProjectWasp

  4. I learned about Terrain3D and Scatter for #Godot, and now making a Stalker/Metro Exodus style segmented open world is becoming incredibly tempting.

    #gamedev #ProjectWasp

  5. Spending a few days creating the concept for #Darkwind ended up bringing back the spark to resume #ProjectWasp, giving me some ideas that were missing to continue working on that game concept.

    I often feel that creativity is the fermentation of ideas. You need to fill up your mind with fun and evocative elements and let them sit for a while before a transformation into something interesting can happen.

  6. Spending a few days creating the concept for #Darkwind ended up bringing back the spark to resume #ProjectWasp, giving me some ideas that were missing to continue working on that game concept.

    I often feel that creativity is the fermentation of ideas. You need to fill up your mind with fun and evocative elements and let them sit for a while before a transformation into something interesting can happen.

  7. Spending a few days creating the concept for #Darkwind ended up bringing back the spark to resume #ProjectWasp, giving me some ideas that were missing to continue working on that game concept.

    I often feel that creativity is the fermentation of ideas. You need to fill up your mind with fun and evocative elements and let them sit for a while before a transformation into something interesting can happen.

  8. Playing around with some base colors for #ProjectWasp again.

  9. Playing around with some base colors for #ProjectWasp again.

  10. Playing around with some base colors for #ProjectWasp again.

  11. I have two pen and paper RPGs setting that I made, which I both want to do adapt into a videogame one day.

    But the indecision which one to use for my first game keeps killing me.

    For an RPG setting, you can work on both at the same time, as it's all writing text. But making two videogames at the same time would be pure madness.

    My heart wants to do fantasy first as I've worked on that world for over a decade, but my mind keeps mostly getting ideas for the Space Opera.

    #ProjectWasp #hobbydev

  12. I have two pen and paper RPGs setting that I made, which I both want to do adapt into a videogame one day.

    But the indecision which one to use for my first game keeps killing me.

    For an RPG setting, you can work on both at the same time, as it's all writing text. But making two videogames at the same time would be pure madness.

    My heart wants to do fantasy first as I've worked on that world for over a decade, but my mind keeps mostly getting ideas for the Space Opera.

    #ProjectWasp #hobbydev

  13. I have two pen and paper RPGs setting that I made, which I both want to do adapt into a videogame one day.

    But the indecision which one to use for my first game keeps killing me.

    For an RPG setting, you can work on both at the same time, as it's all writing text. But making two videogames at the same time would be pure madness.

    My heart wants to do fantasy first as I've worked on that world for over a decade, but my mind keeps mostly getting ideas for the Space Opera.

    #ProjectWasp #hobbydev

  14. My game concept is a fantasy stealth game (like Thief) with an open world and access to special powers (like Prey). With its One Big Ideas being that the more you increase your magic ability, the more vulnerable you are to magic and more easier detected by supernatural creatures.

    This is a conflict of game mechanics. Being better at magic makes you worse at stealth.

    But I actually like that conflict. I think this can be a source of a great play experience.

    #gamedev #ImSim #ProjectWasp

  15. My game concept is a fantasy stealth game (like Thief) with an open world and access to special powers (like Prey). With its One Big Ideas being that the more you increase your magic ability, the more vulnerable you are to magic and more easier detected by supernatural creatures.

    This is a conflict of game mechanics. Being better at magic makes you worse at stealth.

    But I actually like that conflict. I think this can be a source of a great play experience.

    #gamedev #ImSim #ProjectWasp

  16. My game concept is a fantasy stealth game (like Thief) with an open world and access to special powers (like Prey). With its One Big Ideas being that the more you increase your magic ability, the more vulnerable you are to magic and more easier detected by supernatural creatures.

    This is a conflict of game mechanics. Being better at magic makes you worse at stealth.

    But I actually like that conflict. I think this can be a source of a great play experience.

    #gamedev #ImSim #ProjectWasp

  17. My game concept is a fantasy stealth game (like Thief) with an open world and access to special powers (like Prey). With its One Big Ideas being that the more you increase your magic ability, the more vulnerable you are to magic and more easier detected by supernatural creatures.

    This is a conflict of game mechanics. Being better at magic makes you worse at stealth.

    But I actually like that conflict. I think this can be a source of a great play experience.

    #gamedev #ImSim #ProjectWasp

  18. And this concludes the work year for me, and also my career as a gardener.

    Which leaves 50 days of the year to go on an epic hobby game development binge pretty much free from any other commitments.

    Let's see how much I can get done by the end of the year.

    #ProjectWasp

  19. And this concludes the work year for me, and also my career as a gardener.

    Which leaves 50 days of the year to go on an epic hobby game development binge pretty much free from any other commitments.

    Let's see how much I can get done by the end of the year.

    #ProjectWasp

  20. And this concludes the work year for me, and also my career as a gardener.

    Which leaves 50 days of the year to go on an epic hobby game development binge pretty much free from any other commitments.

    Let's see how much I can get done by the end of the year.

    #ProjectWasp

  21. I'm still trying to find the story and deeper theme for my fantasy ImSim idea. And the descent into increasingly stranger and otherworldly layers beneath the Earth the eventually blurs the lines between reality and an eldritch realm of unknowable weirdness could be a really cool direction to explore.

    The final levels of Thief: The Dark Project try to take you on a similar journey, but are clearly rushed and unpolished, and fail to deliver. There is so much that can be done there.

    #ProjectWasp

  22. I'm still trying to find the story and deeper theme for my fantasy ImSim idea. And the descent into increasingly stranger and otherworldly layers beneath the Earth the eventually blurs the lines between reality and an eldritch realm of unknowable weirdness could be a really cool direction to explore.

    The final levels of Thief: The Dark Project try to take you on a similar journey, but are clearly rushed and unpolished, and fail to deliver. There is so much that can be done there.

    #ProjectWasp

  23. I'm still trying to find the story and deeper theme for my fantasy ImSim idea. And the descent into increasingly stranger and otherworldly layers beneath the Earth the eventually blurs the lines between reality and an eldritch realm of unknowable weirdness could be a really cool direction to explore.

    The final levels of Thief: The Dark Project try to take you on a similar journey, but are clearly rushed and unpolished, and fail to deliver. There is so much that can be done there.

    #ProjectWasp

  24. Just saw that Phazorknight is hoping to have #COGITO 1.0 released by the end of this year, and then keeping it to bugfixes with no major new features getting added.

    The COGITO template is exactly what I need, and I might be just the kind of person this was meant to be for. And it couldn't come at any better time for me. It's going to make #ProjectWasp more like a total conversion mod than making a game entirely from scratch.

    So I'll probably keep focusing on asset creation for the next weeks.

  25. Just saw that Phazorknight is hoping to have #COGITO 1.0 released by the end of this year, and then keeping it to bugfixes with no major new features getting added.

    The COGITO template is exactly what I need, and I might be just the kind of person this was meant to be for. And it couldn't come at any better time for me. It's going to make #ProjectWasp more like a total conversion mod than making a game entirely from scratch.

    So I'll probably keep focusing on asset creation for the next weeks.

  26. Just saw that Phazorknight is hoping to have #COGITO 1.0 released by the end of this year, and then keeping it to bugfixes with no major new features getting added.

    The COGITO template is exactly what I need, and I might be just the kind of person this was meant to be for. And it couldn't come at any better time for me. It's going to make #ProjectWasp more like a total conversion mod than making a game entirely from scratch.

    So I'll probably keep focusing on asset creation for the next weeks.

  27. Got my last work day this year on Monday, but I'm already ready to start my big #gamedev binge for #ProjectWasp right now.

    I still barely know anything about #Godot beyond setting up a floor and walls and moving around between them. But let's see how much game I can get done learning #Godot from scratch in 52 days. :godot:

    #hobbydev

  28. Got my last work day this year on Monday, but I'm already ready to start my big #gamedev binge for #ProjectWasp right now.

    I still barely know anything about #Godot beyond setting up a floor and walls and moving around between them. But let's see how much game I can get done learning #Godot from scratch in 52 days. :godot:

    #hobbydev

  29. Got my last work day this year on Monday, but I'm already ready to start my big #gamedev binge for #ProjectWasp right now.

    I still barely know anything about #Godot beyond setting up a floor and walls and moving around between them. But let's see how much game I can get done learning #Godot from scratch in 52 days. :godot:

    #hobbydev

  30. Got my last work day this year on Monday, but I'm already ready to start my big #gamedev binge for #ProjectWasp right now.

    I still barely know anything about #Godot beyond setting up a floor and walls and moving around between them. But let's see how much game I can get done learning #Godot from scratch in 52 days. :godot:

    #hobbydev

  31. Having a very visual imagination and creativity, the natural second step for #ProjectWasp (after drafting a gameplay concept) that comes to me is preparing the basic environment textures.

    If I want to emulate the look of a specific film stock for the entire game (Kodak Eastman 5247, what else?) in #Godot, would it make more sense to color grade all my textures accordingly, or make them for white light and apply a color grading shader to the whole game?

    #hobbydev #gamedev

  32. Having a very visual imagination and creativity, the natural second step for #ProjectWasp (after drafting a gameplay concept) that comes to me is preparing the basic environment textures.

    If I want to emulate the look of a specific film stock for the entire game (Kodak Eastman 5247, what else?) in #Godot, would it make more sense to color grade all my textures accordingly, or make them for white light and apply a color grading shader to the whole game?

    #hobbydev #gamedev

  33. Having a very visual imagination and creativity, the natural second step for #ProjectWasp (after drafting a gameplay concept) that comes to me is preparing the basic environment textures.

    If I want to emulate the look of a specific film stock for the entire game (Kodak Eastman 5247, what else?) in #Godot, would it make more sense to color grade all my textures accordingly, or make them for white light and apply a color grading shader to the whole game?

    #hobbydev #gamedev

  34. Having a very visual imagination and creativity, the natural second step for #ProjectWasp (after drafting a gameplay concept) that comes to me is preparing the basic environment textures.

    If I want to emulate the look of a specific film stock for the entire game (Kodak Eastman 5247, what else?) in #Godot, would it make more sense to color grade all my textures accordingly, or make them for white light and apply a color grading shader to the whole game?

    #hobbydev #gamedev

  35. ImSim game mechanic idea:

    Lockpicking usually feels pretty simplistic and eventually repetitive. As a new approach, have players control how fast they want to work. Working faster creates more noise, working slower is more quiet. They can even pause or stop the attempt entirely when guards are approaching.
    When you pause, you keep your progress, but when you stop and go hide you have to start all over again.

    #ProjectWasp

  36. ImSim game mechanic idea:

    Lockpicking usually feels pretty simplistic and eventually repetitive. As a new approach, have players control how fast they want to work. Working faster creates more noise, working slower is more quiet. They can even pause or stop the attempt entirely when guards are approaching.
    When you pause, you keep your progress, but when you stop and go hide you have to start all over again.

    #ProjectWasp

  37. ImSim game mechanic idea:

    Lockpicking usually feels pretty simplistic and eventually repetitive. As a new approach, have players control how fast they want to work. Working faster creates more noise, working slower is more quiet. They can even pause or stop the attempt entirely when guards are approaching.
    When you pause, you keep your progress, but when you stop and go hide you have to start all over again.

    #ProjectWasp

  38. ImSim game mechanic idea:

    Lockpicking usually feels pretty simplistic and eventually repetitive. As a new approach, have players control how fast they want to work. Working faster creates more noise, working slower is more quiet. They can even pause or stop the attempt entirely when guards are approaching.
    When you pause, you keep your progress, but when you stop and go hide you have to start all over again.

    #ProjectWasp

  39. As I want to make a fantasy game with a similar graphical style to #Morrowind and #ArxFatalis, does anyone have recommendations for other games with a similar look that I could also use as visual references for texture and environment design, and lighting?

    #gamedev #hobbydev #ProjectWasp

  40. As I want to make a fantasy game with a similar graphical style to #Morrowind and #ArxFatalis, does anyone have recommendations for other games with a similar look that I could also use as visual references for texture and environment design, and lighting?

    #gamedev #hobbydev #ProjectWasp

  41. As I want to make a fantasy game with a similar graphical style to #Morrowind and #ArxFatalis, does anyone have recommendations for other games with a similar look that I could also use as visual references for texture and environment design, and lighting?

    #gamedev #hobbydev #ProjectWasp

  42. As I want to make a fantasy game with a similar graphical style to #Morrowind and #ArxFatalis, does anyone have recommendations for other games with a similar look that I could also use as visual references for texture and environment design, and lighting?

    #gamedev #hobbydev #ProjectWasp

  43. As I am realizing how easy it actually is to get very pretty textures and visual effects for a Godot game, my original idea to aim for the visual fidelity of Thief no longer seems to provide any practical advantage. And so I am back at the question what level of fidelity for assets I want to go with?

    I still think Arx Fatalis with full dynamic lighting and shadows could look quite striking while still getting away with low-polygon models.

    #ProjectWasp

  44. As I am realizing how easy it actually is to get very pretty textures and visual effects for a Godot game, my original idea to aim for the visual fidelity of Thief no longer seems to provide any practical advantage. And so I am back at the question what level of fidelity for assets I want to go with?

    I still think Arx Fatalis with full dynamic lighting and shadows could look quite striking while still getting away with low-polygon models.

    #ProjectWasp

  45. As I am realizing how easy it actually is to get very pretty textures and visual effects for a Godot game, my original idea to aim for the visual fidelity of Thief no longer seems to provide any practical advantage. And so I am back at the question what level of fidelity for assets I want to go with?

    I still think Arx Fatalis with full dynamic lighting and shadows could look quite striking while still getting away with low-polygon models.

    #ProjectWasp

  46. As I am realizing how easy it actually is to get very pretty textures and visual effects for a Godot game, my original idea to aim for the visual fidelity of Thief no longer seems to provide any practical advantage. And so I am back at the question what level of fidelity for assets I want to go with?

    I still think Arx Fatalis with full dynamic lighting and shadows could look quite striking while still getting away with low-polygon models.

    #ProjectWasp

  47. Since the environment and enemy design of my game assumes that sneaking is the default rather than fighting, it makes sense that walking quietly is the default mode of movement, and noisy running is the alternative mode that you have to toggle on with a button.

    With this, there also is no more need why duck walking would be quieter than normal walking. Crouching is just for ducking behind cover and moving through low passages.
    Really curious how this will feel to players.

    #ProjectWasp

  48. Since the environment and enemy design of my game assumes that sneaking is the default rather than fighting, it makes sense that walking quietly is the default mode of movement, and noisy running is the alternative mode that you have to toggle on with a button.

    With this, there also is no more need why duck walking would be quieter than normal walking. Crouching is just for ducking behind cover and moving through low passages.
    Really curious how this will feel to players.

    #ProjectWasp

  49. This has now been one week of really getting deeply into actual game development, and I don't have a single screenshot to show yet.

    But I've learned so much. Big progress has been made.

    #ProjectWasp #hobbydev

  50. This has now been one week of really getting deeply into actual game development, and I don't have a single screenshot to show yet.

    But I've learned so much. Big progress has been made.

    #ProjectWasp #hobbydev