Andreas

Andreas

@anpd.bsky.social

Game Director at Tuxedo Labs. Previously worked on ISLANDERS: New Shores and SteamWorld Build. Loves coffee, history, and video games.

163 followers157 following177 posts

While bug fixing Skurk also adding some more features to my horror prototype. Dynamic crosshairs reflecting the bullet spread. Padlocks and item interactions. #screenshotsaturday #indiedev #ゲーム制作 #horror

Some more features added, drawers and inspecting items. #screenshotsaturday #indiedev #ゲーム制作 #horror

Andreas reposted

Hey guys, HUGE news, just announced my indie game! Tiny Harbor is a cozy little idle desktop companion game where you manage a fishing harbor. Play the demo and wishlist, Thank you ♥️ store.steampowered.com/app/4921500 #CozyGames #IndieGames #PixelArt #FishingGame #PixelArt

store.steampowered.comTiny Harbor on SteamBuild and automate your own fishing harbor in this cozy idle management game. Grow your fleet, discover new species and expand your harbor as your little coastal world comes to life, even while you’re...

Took a break from Skurk development this past week. Been playing Resident Evil 7 in preparation for the new movie, and it inspired me to try making something similar. #screenshotsaturday #indiedev #gamedev #ゲーム制作

Nothing fancy to show this week, but added some statistics that tracks your progress. #screenshotsaturday #indiedev #gamedev #ゲーム制作

The game is coming together. Almost feature complete. Added some new enemies like the Skeleton Wizard that swaps position with the player if it brings him closer to a monster. #screenshotsaturday #indiedev #gamedev #ゲーム制作

New staff effect, previously just fired a small sprite. Now a procedural bolt effect. #screenshotsaturday #indiedev #gamedev #ゲーム制作

Picking up the amulet releases the warden, he will follow you across floors. He is slow, but get stuck fighting other monsters and he will catch up. #screenshotsaturday #indiedev #gamedev #ゲーム制作

Implemented post-Amulet floors. Ascending with the Amulet is no longer the only way to win. You can now try to reach floor 40 for a transcendent victory. #screenshotsaturday #indiedev #gamedev #ゲーム制作

The light system doesn't just make areas brighter… it can work in reverse too. Be careful what you drink. #screenshotsaturday #indiedev #gamedev #ゲーム制作

Updates to the ligthing system. Now better interaction between different colored lights. #indiedev #roguelike #ゲーム制作

Dungeon shops can appear on certain floors. Pay for what you take, or find another way to fool the shopkeeper. #screenshotsaturday #roguelike #ゲーム制作

As you go further down in the dungeon, it gets darker and darker if you aren't near a light source. #indiedev #unity3d #ゲーム制作

You can run into other adventurers in the dungeon that will attack any monsters they encounter. #screenshotsaturday #roguelike #ゲーム制作

Reward rooms with equipment can now show up in the dungeon, helping you create a build for the run. #indiedev #roguelike #ゲーム制作

Added an effect to the chams to easier tell them apart from the unexplored areas, also new water effect. #screenshotsaturday #roguelike #ゲーム制作

Read Books of Knowledge to gain skill points and learn new skills. Need to find a structure for the skills down the line, but fun to experiment with. #screenshotsaturday #roguelike #ゲーム制作

New tile based lighting, tiles like the lava can emit light. Monsters have an easier time noticing the player when in lit areas. #IndieDev #screenshotsaturday #ゲーム制作

Throwable weapons can be equipped and quickly used by pressing F to target and then F to throw. #IndieDev #screenshotsaturday #ゲーム制作

Implemented an inventory and equipment. A handful of scrolls and potions also working. Next step, identification. #IndieDev #screenshotsaturday #ゲーム制作

A while since I posted any progress. Mostly been working on behind the scene stuff. Save and load system is now working and a basic quest system has been added. Currently working on a city map with Roman inspired architecture. Still very much WIP. #gamedev #IndieDev #ゲーム制作

World map support. Need to decide how to handle the look of the world map, currently very much a work in progress. #screenshotsaturday #IndieDev #ゲーム制作

Andreas reposted

My JRPG in Development • Classic turn-based combat • Dungeon exploration inspired by Zelda • HD2D inspired pixel art and lighting #JRPG #IndieDev #ゲーム制作

My JRPG in Development • Classic turn-based combat • Dungeon exploration inspired by Zelda • HD2D inspired pixel art and lighting #JRPG #IndieDev #ゲーム制作

Andreas reposted

Went with dither fade for the dungeon walls closest to the camera. Think it works quite well. #gamedev #indiedev #ゲーム制作

Dungeons and visibility testing, how are we feeling about this? Moving walls down when entering a room. Fog to limit visibility to nearby rooms, might need to look at some sort of volumetric fog solution for that later. #screenshotsaturday #gamedev #indiedev #ゲーム制作

An audience with the King, first steps towards making a castle interior. Needs a lot more detail, and indoor lighting is a lot harder than I thought. #gamedev #indiedev #ゲーム制作 #madewithunity

Some of the abilities the player can use, lifting and throwing objects, bombs and a grappling hook. #gamedev #indiedev #ゲーム制作 #madewithunity

Calling this done for now. Vegetation placement and terrain texturing need some more love in the future. #gamedev #indiedev #ゲーム制作 #hd2d

Dungeon visuals test. Still unsure about the wall height, I need to find a good way to show what’s behind them, or adapt the layouts to reduce how much they block the player’s view. #gamedev #indiedev #ゲーム制作 #screenshotsaturday

The battle system is almost complete. Transition between battles and exploration. Abilities, multi-targeting, attacks, healing, and reviving. Simple AI decision making. Sound mixing and sound need a lot of work. #gamedev #indiedev #ゲーム制作 #madewithunity