Entropy Phi

Entropy Phi

@entropyphi.bsky.social

Come with me to The Wired. Game Dev: https://entropyphi.itch.io/ Videos: http://youtube.com/ephitv Ad Infernum: https://store.steampowered.com/app/1390070/Ad_Infernum/

200 followers41 following126 posts

Been working on some grungy level design lately. Enjoying making things and then breaking them to pieces for that urban exploration feel. #screenshotsaturday

The first level of my next project is shaping up to be my most intricate yet. Tons of alternate paths, secret areas, and of course vents to crawl through. #screenshotsaturday

Been cooking up some new & improved ladder code lately. Free-look, simple controls, can use weapons while climbing, can grab on or jump off at any point. Little things you'd take for granted in many games.

Made these retractable girders to setup for a missile launch sequence I've been working on. But they aren't just for show. They open up some interesting traversal options too.

Made the first level of my next project way too large so I've just been making props for ages at this point. On the plus side, now there's a ton of things to scoop up and sell when you're back at camp. #screenshotsaturday

Been improving some door code lately. Multiple varieties, keys, lockpicking, dual-sided opening, physics interactions, and lots more stuff most people will never notice. #screenshotsaturday

Late to the party but I just saw Backrooms and really enjoyed it. Story was just alright, but where it absolutely worked was in the super uncanny audio and visuals. It wasn't simply "random objects", instead being a nightmare take on countless semi-nostalgic spaces. Great stuff!

Rebuilt my input handling from the ground up recently. Seamless swapping between devices, more controllers supported, warnings about duplicate binds, etc. Lots of stuff I was putting off forever.

Despite "Immersive Sim" being the third largest sub-genre in Next Fest, there are almost no imsims to be found. There are a lot of AI slop simulation games though.

Been cooking up this lockpicking minigame these past few weeks. My cursor doesn't show in the recording, but you have to keep it steady on the target icon. WIP!

Since your equipped camera already controls what UI you see, I decided to take it a step further and add custom themes for each one. New fonts, colors, and maybe more?

Been working on some RPG mechanics for my next game and made the decision to not just give the player stats, but all enemies too. Adds a ton of complexity and extra work, but it'll let me do neat things like apply status effects and modifiers regardless of the target.

Kind of difficult to explain the complexity of this design decision. But most games (even many RPGs) give the player full stats but just hand wave them for enemies. Like when your attacks are limited by stamina but the enemies don't have literal stamina and can attack endlessly.

Extremely niche complaint, but modding Unity games built with IL2CPP is a nightmare and I curse all devs who do it (not really). That said, I am working on a new video with one such game.

Level design is often about filling spaces with random junk. Sometimes I turn these props into physics objects, let them scatter, then turn them back into static objects to be used in the game.

The algo absolutely hates me tagging the devs, so here's a list of games I talked about: Northern Journey, Devora, Caput Mortum, Drowned Lake, Devoid, Routine, Metamorphosis, and Lunacid.

Last chance to pick up my game and 3 other cool indies at a deep discount!

digiphile@digiphile.co

T-minus 8 hours: thanks to our partners! Indie ImSim Spotlight - $5 @johanhjarpe.bsky.social @entropyphi.bsky.social @epicmcdude.bsky.social @fear-the-phantom.bsky.social Welcome to Astro City - $15 @imagecomics.com @kurtbusiek.bsky.social @alexrossart.bsky.social @brenteanderson.bsky.social