26 y.o. French Game Designer, Making Netherspire (s.team/a/4712470)
Previously made Hypogea (s.team/a/2980260),
Former Tech GD @ GameAtelier & FromParallel.
https://charlie-wagner.itch.io/
📷- @elldaan.bsky.social
Alright, it's that time again...
Introducing NETHERSPIRE! A short 3D Metroidvania where you explore, platform and fight your way through the ruins of a colossal tower, and try to protect its ancient vault!
👇Wishlist it right here!
s.team/a/4712470#GodotEngine#gamedev#indiedev
We just released the demo for our game "Demi and the Fractured Dream" for the Steam Next Fest. We really put a lot of effort in delivering a polished demo and we're excited for you all to dive in!
#indiegames#indiedev#gamedev#demiandthefractureddream#steamnextfest
I don't know, Epic, I'm not sure "Our launcher was bad but we finally fixed cause now we can slop that for cheap" sends a great message about how highly you view your consumers.
Happy #PortfolioDay! 🐎🌙
I’m Lipika! I'm an illustrator and architect specializing in the art, architecture, and history of Central Asia. My primary focus is building a rich, politically complex Pan-Turkic fantasy, monumental architecture, and material culture.
I also make travel sketchbooks! Hehe
Was thinking back recently, one of the really infuriating things I remember from working in an "AI-friendly" workspace was just doing grunt work without any meaningful creative input on a project, and then seeing higherups that couldn't be bothered just delegate those creative decisions to a chatbot
Was bracing for a very annoying setup process but with a good guide it was a really easy process!
Really pleasently surprised with cocoon, looks really good and it's so convenient to setup. Can't wait to play more with this thing!
The new Deadlock characters are so fucking cool, can't wait to experience all of the game's narrative content just as Valve intended (tiktok compilations of all the character voicelines)
Also visited the 'manoir the gisson' from the first picture, where you could see the roofing structure from the attic. Amazed at how they managed to hold and support that kind of roofing, made from fairly thick stone.
What is happening is not that AI-generated cultural goods are replacing human-made cultural goods; what is happening is that capital is flowing out of the production of cultural goods *entirely,* making us all poorer for it.
I feel like one of the most radical, best and most rebelliously good things you can do right now in the informational online space is just....give people credit, love, support and shoutouts. Even if they just inspired you or prodded a thought you built on, name them and thank them loudly.
🚨 FURYBALL IS OUT NOW IN EARLY ACCESS 🚨
12 hours late... but we're finally here.
Now it's your turn, Outsiders.
PLAY NOW: store.steampowered.com/app/2713120/...
Spent the evening trying to figure out a better way to handle cutscenes and I think I figured out something okay-ish?
Main issue was having both a preview mesh of the player visible in the editor AND have those animations apply ingame to the player mesh
For me the BIG pain point for cutscenes in godot right now is the lack of blending options in animation playback tracks. Since it just tells the target animation player to play an animation you can't have them transition nicely, which is really handy when making smooth cutscenes in unity/unreal...
That said once I've tested it a bit more I might make some kind of tutorial about my current setup at some point cause when I searched for one nothing really relevant popped up.
Spent the evening trying to figure out a better way to handle cutscenes and I think I figured out something okay-ish?
Main issue was having both a preview mesh of the player visible in the editor AND have those animations apply ingame to the player mesh
Ended up having to do some track reference reassignment shenanigans to have it work, also spent wayy too long trying to do animation retargeting when I actually didn't need it. Animation libraries are pretty neat!
✈️Just announced in the PC Gaming Show✈️
The Hollowing is an atmospheric first-person horror flight sim
Your job is to maintain communications towers at various airports and outposts in the Megastructure
FREE DEMO OUT NOW!!
link below 👇
Cosmic Knights: "Space faring failed to liberate mankind, instead it brought about an age of neofeudal diviinity. Kings and Lords who's vassals raised them to the status of petty gods, filled with such ravenous faith they did not fear explosive decompression, but welcomed it."
Replaying Assassin's creed Unity and I think it's one of my not-cozy-looking-cozy-games.
Like, is it intersting to collect the 100 cockades you need to get the black outfit color? No. Still doing that shit cause I just love vibing in Ubi's approximation of 1789 Paris. And it looks GOOD.
Lots of new followers from that one gamedev starter pack. Hi!
I'm working on a Pikmin and Monster Hunter-inspired horror action game called MOULDER.
Have some recent remodels:
#Moulder#Godot#GodotEngine#game#gamedev#indiegame#indiegames#Pikmin#MonsterHunter#Soulslike#screenshotsaturday