https://quietcave.itch.io/
Swordswoman, gamedev, and batlike elf.
I would like to make things that people will find interesting.
Current Project(s): Boardgame (family), 3D Shmup (sistersoft)
PFP: @madsmiyun.bsky.social
I don't know why it took me until yesterday to realize I could just pop out the window for the UV editor and put it on my other monitor instead of doing annoying split screening
I also have some really high hopes for a big structural change I've put into it that makes forced 1CC a lot more fun imo. I hope people will like it when I'm ready to show it
I played some Halo CE (original graphics) for the first time and it felt a bit shmuppy with its design language. Highly visible enemies in primary colors against more muted backgrounds. Lots of small weak enemies to blast in between complicated stronger ones to keep the energetic pace.
I had a dream about Raiden last night even though I've never played it, and it didn't resemble the actual Raiden. The arcade machine had a giant Saturn dpad, four buttons arranged in a cross shape for turning ala asteroids and diving into the background/foreground layer.
If I try to be open and honest with my feelings, it'll be automatically assumed it's because I disagree with the political views, rather than because I think they were handled without grace or charm.
I really like games that kind of defy genre entirely. I started killer7 yesterday and while I've heard it described as a rail shooter, it's really doing something entirely its own.
Digger Rockwell as a AAA gamedev: u NEED me. every last one of u. see, no matter how cerebral u pretend to be u wanna solve a puzzle with no friction. u wanna kill a boss the first go. u wanna follow yellow paint and go through objectives like potato chips. u wanna lay back and have FUN after work.
Can anyone enlighten me on the value of shot powerups in shmups? I don't really see the value in it, just give the player their full kit at all times and tune the game around it. Feels like it would fix a lot of issues with difficulty frustration (both too easy and too hard)
I feel like there are a lot of "vestigial mechanics" that stick around in shmups (and arcade games in general) due to tradition but if I say that people think I'm talking about lives and scoring
Also gradius is fine, the game is designed around the crazy power-up cash outs and check point system, I'm talking about cave and touhou where you go from piddly nothing to fullscreen blasting pretty quickly
I realized it's been like a month since I posted anything of the shmup but I've been working on it pretty steadily for that whole time, just nothing cool to show off
Setting up the level design tool has been taking up most of the work, but once its done and can do everything I need it to do, I can start filling out the actual game part of it
The more I do research the more I realize that like 90% of the psx "aesthetic" is vertex colors and like half the modern retro stuff I see doesn't use them at all (myself included)
In most games I look at everything is unlit and using vertex colors for fake shading. Only a few games use vertex based lighting and often the whole game was centered around it (eg silent hill)
Namco 3D shooting comes to Arcade Archives 2 this week with 1996's Xevious 3D/G
Namco joined Arcade Archives 5 years ago & this is their 100th title, also marking 500 consecutive weeks of Arcade Archive releases. Much to celebrate
#γΌγγ¦γΉ3DG#γ’γΌγ±γΌγγ’γΌγ«γ€γγΉ#γ’γ±γ’γ«
Easiest way to understand death of the author is to read interviews with the Evangelion staff that say they didn't intend romantic undertones between Shinji and Kaworu
[ ~ Where grief stirs, spirits linger ~ ]
Dive into the kaleidoscopic fantasy of Beneath the Floating World, a Carved from Brindlewood game of psychedelic zenpunk exorcism ~ Uncover twisted truths, face supernatural horrors and navigate your mortal woes . . .
sandroad.itch.io/restrain-ref...