FLUFF CORPS

FLUFF CORPS

@fluffcorps.bsky.social

Dev blog for F.L.U.F.F CORPS, a run-n-gun platformer that borrows from classic 80s and 90s cartoons, as well as games like like Gunstar Heroes and MegamanX Currently a solo dev project with minimal budget, but may be open to collaboration in the future.

139 followers111 following223 posts

Another potential boss design. Still working things out with his ovwrall design, but im thinking his level involves fighting along a giant tank/land battleship dealie, and probably a lot of bullet/missile spam from this guy... #furry

Been trying to get moving on this gamedev project again. Figured the player characters could use some melee attacks, so here's Astra throwin' hands. #gameart #pixelart #furrygame

Just a character sketch, might be part of a cutscene "Oh my limb rig? Well y'see I was raised in a zero-g space colony, never really learned to move under gravity. Normally I use a hover field to get around like how I would back home, but its so much easier to do tech work with one of these. #furry

"Dear valued citizen: FLUFF CORPS would like to apologize for our agents commandeerring your personal vehicle during an emergency. Please contact our financial offices for reimbursement/replacement for said vehicle. Thank you and have a pleasant solar cycle!" Just brainstorming a bit... #furry

Little bit of character art for today: Astra was born and raised in a deep-space colony, so large outdoor spaces not under a dome are a little outaide her comfort zone. Still everyone needs some R&R time, and beaches do seem nice...

Been a while since I posted any updates here, so have a couple sketches. Im still working on things, but life has kinda gotten the better of me lately. Ill get there eventually though

Been trying to get past a creative block and get back into working on game and art stuff regularly again, so here's a finished pic of Astra, ready for the fight! This, or an adapted version may make it into the game as key art too if I can find a use for it. #gameart #furry #furrygame #furryart

Another boss concept sketch, this time a poison dart frog 🐸 Uses his jumping to get around the boss arena quickly and his poison darts both for attac and for area denial against the player. No name yet, but could be fun. Water level material for sure. #furry #furrygame #characterconcept

Sketched up another boss design concept Cy-Bird, the Techno Terror -fast -edgy -cybernetics give her electricity powers -deeply annoyed that everyone gets her name wrong (its actually CyBrid, not CyBird) #gameart #furry #characterconcept

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Another sketch, this time a concept boss character. Probably not a complicated fight, but could be a fun rivalry for other characters... #furry #furryart #gameart #characterconcept

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Now that the busy time of year at work has passed, Im trying to get back into the swing of working on FLUFF CORPS. How about a sketch of Ms Coilspark to get things moving again? What's that thing she's working on? Looks... unstable. #furry #furrygame #gameart

Another sketch, this time a concept boss character. Probably not a complicated fight, but could be a fun rivalry for other characters... #furry #furryart #gameart #characterconcept

Now that the busy time of year at work has passed, Im trying to get back into the swing of working on FLUFF CORPS. How about a sketch of Ms Coilspark to get things moving again? What's that thing she's working on? Looks... unstable. #furry #furrygame #gameart

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Been making some significant progress, and I finally have enough to feel worth sharing at least a general engine/enemy AI test. I've made a lot of improvements to enemy AI, physics and platforming, ect. But what do YOU think! Feedback is welcome! #gamedev #indiegame #furrygame

Been making some significant progress, and I finally have enough to feel worth sharing at least a general engine/enemy AI test. I've made a lot of improvements to enemy AI, physics and platforming, ect. But what do YOU think! Feedback is welcome! #gamedev #indiegame #furrygame

SO, the basic enemy pathfinding is generally where I want it to be, I just need to do some cleanup and fixes because once again I messed up the collision masks. Now they're using the correct masks for all their states, but I have to clean up the distances and clearance checks to match. #gamedev

Sketching up boss ideas this morning, some mysterious figure, standing atop an aerial mech of some kind. What is she after? Obviously just a rough sketch so far, but I'm trying to blend some 80s and 90s toy and robot designs. #gameart ##furrygame

Managed to make a model of the FLUFF CORPS cruiser using @kenney.nl's Asset Forge. Hopefully with some careful tweaking and exporting, I can use this kinda model for some scrolling shooter/rail shooter levels. #gamedev #spaceship

Man, I've really been fighting the temptation to switch from pixel art to regular drawn art. I'm more experienced with regular art, but I feel as though pixel art might be a little more forgiving when it comes to animation and maintaining a consistent scale. Any thoughts or advice? #gamedev

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Decided to resize the character icons to fit a little better on screen, took the time to re-do Astra's icon altogether. Next up I gotta do Nova's. #gameart #pixelart #furrygame

I know most of what ive been posting here has been concept sketches, but thats kind of the phase im at currently. not much to show when it comes to the game itself yet since ive mostly been working on tweaking and cleaning up the core gameplay and player movement #gamedev

Another game related sketch today. Drew the science snek again. Its not hard to get Gizmo going on an infodump about the tech she's built! This may eventually be one of her cutscene/menu emotes in game. #gameart ##furrygame

After some feedback I've decided to slow down the player movement a bit, and ditch the double-jump. Since the gameplay is sort of a blend of run-n-gun and beat-em-up, I want to lean more into that. trade specials for a dedicated melee button, and have any extra gear be passive or something #gamedev

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Made some big improvements over the last week. Controls and Aiming and firing have been polished quite a bit, and I've put a lot of work into the basic trooper AI, so they can now follow the player up and down (boy the previous code I had was a mess) #gamemaker #indiegame #screeshotsaturday #gamedev

Made some big improvements over the last week. Controls and Aiming and firing have been polished quite a bit, and I've put a lot of work into the basic trooper AI, so they can now follow the player up and down (boy the previous code I had was a mess) #gamemaker #indiegame #screeshotsaturday #gamedev

So... I just spent a couple of hours going through my entire #gamemaker project to figure out why a specific key combo wasn't working. I checked every single object, script, and function, trying to find the conflict. Folks, it was my cheap keyboard not registering that combo for some reason #gamedev

Just showing some progress with re-building the player physics to be a bit less clunky, as well as major improvements to jump-through platforms and ledge grabbing, including grabbing onto moving platforms. look at her go! #gamedev #gamemaker #furrygame #indiegame

been really reworking the physics and now they're a lot more fluid and comfortable. Also took the ledge grab and adapted it to jump-through platforms, so you can now hang from a platform and jump up onto it, Contra style. I think that's all the player movement done, so next up is weapons. #gamedev

Did a fair amount of refining things today, after feedback from folks here, as well as on Discord and Telegram. Softened the background lines a bit, switched the direction of everything to give sort of a 'forward' motion, and went for a shallow angle of perspective for the floor #pixelart #gamedev

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I decided I wanted to move away from the flying enemies being generic drones, and lean more into that cheesy 90s scifi cartoon vibe. Soooo.... *Jetsons Car Noises* #gamedev #pixelart #furrygame

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Just an FYI, you can easily ban Twitter/X links in your Discord servers with Discord's built in tools. Server settings -> Safety Setup -> AutoMod -> Block Custom Words. Add these in "Choose your words": *://twitter.com*, *://x.com*