Stomy 451

Stomy 451

@stomygame.itch.io

Solo game developer using Linux, C, and OpenGL. Made Ctesiphon: https://s.team/a/3808730, a fine boomer shooter. Now making Fiber Optic Pizza, a cyberpunk imsim FPS, RPG, 4X, and 451 enjoyer ๐Ÿ‡ฆ๐Ÿ‡บ ๐Ÿ‡บ๐Ÿ‡ธ ๐Ÿ‡ต๐Ÿ‡ฑ ๐Ÿ‡บ๐Ÿ‡ฆ ๐Ÿ‡ต๐Ÿ‡ธ Say no to A.I/L.L.M. Aspiring Artist, ๐Ÿ”žsometimes NSFW

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The other day I added recoil patterns to the guns, here's how it looks for the M2013 SMG. #ScreenshotSaturday CounterStrike was an unexpected source of inspiration for this, but I really don't like how ADS makes you play. #enginedev #solodev #gamedev #indiedev

I've wrapped up with guns so I'm moving on to adding enemies. Added them to collision traces for some hot cylinder-on-cylinder action! #gamedev #indiedev #solodev #enginedev

The first version of my current side project was made in a week-long jam during which only the last day and a half were spent actually writing any code off a fork of an engine I wrote in C. No chatbots were needed or involved at any stage. This has always been possible.

people have been doing game jams which span over a couple days for yeeeeeaaaaaaaars. People don't need AI to make cool shit in a short time. Tim Sweeney can eat a dick

Adding some much nicer menus. I don't want to end up with a terminal case of side-project-itis but I still want to polish this up a bit and add some combat so I'm putting a strict deadline of three more weeks for any additions. #gamedev #indiedev #solodev #enginedev

Prototyped a little conversation system. Big success frankly, it won't take much work to port this back onto the main branch. Having characters talk like this is so magical, really adds a personal touch that my last game was missing! #ScreenshotSaturday #gamedev #indiedev #solodev #enginedev

I was going to do a straight adaptation of the Major but I deviated the further I got through the process and now I think I'll use Mokoto Kuromagi here as a mascot character for my engine.

This is something of an unplanned detour, but I wanted to test out my skills before making some base meshes for the main game. After this I'm confident I can do my ideas justice, big things up ahead.

I'm thrilled to announce another bundle for Ctesiphon just in time for the Steam Autumn Sale! To coincide with the version 1.05 update, you can now get the game in a bundle with indie boomer shooter masterpiece, HEDON!

The new update features settings for configuring MSAA as well as the ability to make the SMG semi-auto when using the scope (also applies to the railgun but itโ€™s hard to tell).

Iโ€™ve also somewhat rebalanced the final boss. The jetgun is now much less effective against it, but it has half as much health+armor as before. The boss also speeds up the lower its health gets and the bossโ€™s health bar now indicates both health and armor at the same time using an overlay.

Stomy 451 reposted

I'm immensely proud to announce that my texture library that's been in the making for nearly a decade is now available on my itchio store for indie devs to purchase commercial licenses. makkon.itch.io

New video for #screenshotsaturday: I've ported in Ctesiphon's system for lighting entities as they move around. Adding a gun to demonstrate meant I couldn't help myself but add some bobbing to it. #gamedev #enginedev #solodev #indiedev

Ported the old particle system to my new engine. Practically unchanged for the last ten years except for how I store the definitions. #gamedev #enginedev #solodev #indiedev #screenshotsaturday

A late update for #ScreenshotSaturday. I refactored all my mixing and decoding to be done on miniaudio's own thread instead of the needlessly complicated triple-buffered system I had before. It's also allowed me to add a simple low-pass filter. #gamedev #indiedev #solodev #enginedev

Unfortunately the occlusion on this elevator specifically is a bit buggy. I was already planning to add some audio source visualization so I'll use that to see what's going on with it.

That's it. No more bitching! I refuse to make it any more obvious! #ScreenshotSaturday #indiedev #gamdev #solodev #enginedev #BoomerShooter

After eight, long months I've finally gotten back to one these WIPs. Tried a slightly different shading technique to what I usually use and I think it paid off big. #digitalart #kritaart #indiegames #boomershooter

Stomy 451@stomygame.itch.io

Big finish! The final subject is my own "Ctesiphon" and I'm taking the opportunity to go back and draw my main character again with everything I've learned this month. Had to stop partway through clean lining but she is looking fantastic! #dailyart #digitalart #kritaart #wip #indiedev #boomershooter

I added the classic push-style buttons from Quake where you can activate them by bumping into them. I'm intending to instead have the kind you interact with via a use key but this was easy enough to set up along the way. #gamedev #indiedev #solodev #enginedev #ScreenshotSaturday

Yeah sure, being able to walk around on and jump off of moving platforms is pretty cool... But what about doing the same on SPINNING platforms!? #gamedev #indiedev #solodev #enginedev

Stomy 451 reposted

Videogame Remake Culture continues to operate on the core paradox that both "Games used to be better" and "Every single modern design convention is necessary for a game to be good" are somehow simultaneously true.

Eurogamer@eurogamer.bsky.social

Tomb Raider: Legacy of Atlantis, a remake of the first game, is getting RPG skill trees, crafting mechanics and a 'focus meter' www.eurogamer.net/tomb-raider-...

This week was all about getting the different brush models in the map moving, along with having them push you around. Here I've got these double doors set up with an overlap trigger brush to open and close automatically. #ScreenshotSaturday #gamedev #solodev #enginedev #indiedev

I had to do a lot of refactoring to get brush entities in, I've gone about it a very different way to last time. I also didn't realize Q2BSP makes cute little mini BSP trees for each one so adding them to collision detection took like ten minutes. #enginedev #solodev #gamedev #indiedev

I added support for these animated light sequences. Ctesiphon's engine ignored this whole feature and all lightmaps were completely static but now baked lights can be put on channels that are then animated. #screenshotsaturday #indiedev #gamedev #enginedev #solodev

This is like my forth attempt at uploading this video. I found the trick is that if it just says "Uploading Video" with no little blue progress ring, it's already dead. Just cancel and start again until the ring shows up, waiting just results in a timeout.

Whole lot of progress for #screenshotsaturday, but this was the star this week. Now that I'm culling geometry with PVS I can make my test map much, much bigger with no visible impact on performance! #gamedev #indiedev #enginedev #solodev

Some other cool stuff this week: - Lightstyle channels, I'll post these in a sec - Cubemap support, used to render the sky - DearImgui now bypasses my render pipeline, the way it worked before had way too much overhead - Bolted two old levels I designed over ten years ago onto the test map

We're live! 60% off for Steam Cyberpunk Fest! This also stacks with bundling discounts so if you've already got Zortch it ends up like 68% off! s.team/a/3808730

s.teamSave 60% on Ctesiphon on SteamA retrowave/mecha-inspired sci-fi first-person shooter featuring fast-paced combat in old-school style open-plan levels packed with pickups, keys, and secrets.
Stomy 451@stomygame.itch.io

I've also got Ctesiphon signed up for the imminent Cyberpunk Fest. Apart from the above artwork I haven't given the game much attention lately so consider 60% off an apology for not having a more substantial update yet.

The star of the week this #screenshotsaturday is definitely the new water. Made possible by actually using the BSP tree this time. The last engine had it there but I wasn't actually using it. #gamedev #indiedev #enginedev #solodev

I've also got Ctesiphon signed up for the imminent Cyberpunk Fest. Apart from the above artwork I haven't given the game much attention lately so consider 60% off an apology for not having a more substantial update yet.

A whole lot more behind the scenes this week again. Keybindings, clipboard support, V-Sync toggle, PhysFS mod-loader, preliminary Lua integration, and of course, this neat little profiling graph with a table showing what each worker thread is up to. #ScreenshotSaturday #indiedev #solodev #enginedev

I keep coming down here and imagining this game as a Thief tribute. I really should just jam one out at some point to get it out of my system.

Cleanup week, took two days to port over my character controller visualization from Ctesiphon to then fix a stair-stepping bug in just two minutes. Also made it so it's valid to stand in the crease between two invalid surfaces. #ScreenshotSaturday #gamedev #indiedev #solodev #enginedev

Another high-effort attack for #artfight. This time I did ~Raqi_oh's OC Erina as a cornered sorceress on the run in The City, unleashing some sick chain lightning on the fools chasing her. #artfight2026 #digitalart #kritaart #fantasyart

For this #ScreenshotSaturday, witness the miracle of convex brush collision! I built this whole elaborate test level, only to find out all of the edge cases just work out of the box and instead I finished the week adding stair-handling and crouching. #indiedev #gamedev #solodev #enginedev

Drew a character from the upcoming #indiegame Occult: Scarlet Elegy. It's this story-heavy dungeon crawler with a wicked saturated art style. #fanart #digitalart #kritaart