Evra โšœ๏ธ๐Ÿ

Evra โšœ๏ธ๐Ÿ

@evrasoe.bsky.social

I'm making a RPG focused on player-generated content, trying to capture a bit of the essence of map editors found in some of the games that shaped my youth. Fr/En

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Incremental update today but I simplified my casting animations so they could blend better together and fit the gameplay style im going for. And added options for particle and lighting effects while casting #solodev

- A single target physical melee attack - A slow moving fireball that does AOE damage - A fast moving ice bolt that does single target damage - An aoe heal - A physical damage buff All configured through a few json files (tags to define gameplay data, and spells). Editor forms coming soon.

Today I was an early bird. Particle effects using sprinkes spawnable using an "effect" and triggers on my tagging system. Here is the result after combining these: impact particles, on death and on spawn particles, respawnable dummy. #GameDev #IndieDev #SoloDev #BevyEngine

Finally got started on more gameplay oriented elements. Tomorrow I'll start adding casted abilities, projectiles, etc. Still tweaking the data format before I commit to it and create the forms in the editor. #GameDev #IndieDev #SoloDev #BevyEngine #screenshotsaturday

Still polishing that editor up, it's getting there performance wise. I also added an actual import/export flow as well so people can share their map (or use the exported data in their game. It's all JSON and image files). I'll be starting gameplay elements soonish #solodev

I was reading on some old philosophical concepts I once entertained and found the perfect articulation to base a villain on, and it fits the mechanically simple storytelling I wanted to go for. Damn 18th century french philosophers, they were up to something.

The great library-fication is complete. Moving unto my Bevy 0.20 migration. Thank you to all the contributors, you are doing great work. I'm seeing quite a few things in the patch notes which might be useful for my project ^^

Checkmate, flat-earthers. (Globe-ifying my world allowed me to do some more aggressive culling and improve some issues I had with lighting, and helps with the "scale" feel. 32x32KM with 361k trees. Solid 60 fps on the ground, a bit shakier from the air) #GameDev #IndieDev #SoloDev #BevyEngine

Building upon yesterday's biome: Automatic vegetation placement + procedurally generate trees. I'm rendering 20K of these guys so far, still working on optimizing them :) (lil dude is minister of silly walks when you crank the speed up lol) #GameDev #IndieDev #SoloDev #BevyEngine

A view of the different biomes in my new procedural generation. You can specify continents, their zones, and the zones' biomes. Boundaries between zones are marked by rivers, or mountains. #GameDev #IndieDev #SoloDev #BevyEngine

Iโ€™ve been experimenting with a more directed procedural terrain generation, so you can specify continents, zones, biomes and all this fun stuff. It is still very early on, but it seems worth exploring

A first iteration on a "blueprint" functionality, allowing you to save the current state of a building a paste it elsewhere. The cursor chugs a bit, but it's functional. Maybe it is good enough for now. #GameDev #IndieDev #SoloDev #BevyEngine

New fire effect just dropped. On one hand, I'm unsure it fits the cartoony vibe I'm going for. On the other, it's super performant vs the particle effects is used previously. I fear further tweaks are in my near future #GameDev #IndieDev #SoloDev #BevyEngine