Today's bug: if you have the "Thaum Calculator" relic (can cast uncharged spells at the cost of HP) and any spell that casts automatically when it's ready, then you'll immediately drain all of your HP by repeatedly spamming that spell.
[#]indiedev #indiegame
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Today's new spell: a cluster grenade! This gives you one aimed explosion right off the bat, and 4 random explosions 1 turn later. #indiedev #indiegame #pixelart
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That glorious feeling of going to tackle a tricky bug, and then realizing that you accidentally fixed it while doing something else a week ago #indiedev
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Facing down two new enemies: the Ronin and the Artificial Incanter! Plus some A-Ai cybernetically-modified chimpanzees for backup
[#]screenshotsaturday #indiedev #pixelart
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The "Icicle Spear" spell in action! #indiegamedev #screenshotsaturday
(all my work lately has been on systems stuff and bugfixing, there'll be new cool VFX soon, I hope!)
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Today's bug: the only music that played properly was on the title screen. This was because I'm using two sound sources for music, so I can swap between them without starting tracks over at the beginning. The inactive track is paused...and it turns out that a paused track does not produce audio when you call its Play() function! You have to specifically unpause it first. #indiedev #ue5
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Working on dev tools! There's going to be a lot of different kinds of encounter in Torment Hexus, and writing out all the JSON for them by hand would get tedious fast. So...Javascript to the rescue!
This particular form is for a boss fight, and starts out with the lights blacked out. The 'tickScript' gradually brings the lights up, for added drama.
[#]indiedev #indiegame
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Going up against the warehouse zone's boss!
[#]indiedev #indiegame #screenshotsaturday
(protagonist sprite by @Shoehead!)
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I'm working on refactoring my sprite animation system. Things are a little buggy at the moment. #indiedev #indiegame
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Today's bug: a four-in-a-row match was rewarding 7 mana instead of 4. Since the player's spells use 2 mana, that left 5 free to go burn nearby enemies for 1 damage apiece.
The nearby A-Ai cybernetic chimp gets a +5 damage bonus every time it takes damage. It has 6 health.
[#]indiedev #indiegame
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My friend's game, Flowstone Saga, launches today! It's an RPG with Tetris-style combat mechanics. It's super fun, go check it out!
[#]indiegame #pixelart
https://store.steampowered.com/app/1372000/Flowstone_Saga/
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New enemy just dropped: the K-9 mobile war robot! This agile antipersonnel weapon comes in rifle and heavy machinegun variants, for all your personal security needs!
[#]indiedev #indiegame #pixelart
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Iggy's idle animation changes when you switch from the tactical grid to the match-3 board or spell list
[#]indiedev #indiegame
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If you manage to match over half the board (or if you cheat, like I did), a massive mana eruption damages everything near you! #indiedev #indiegame #pixelart
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I'm working on adding more benefits to making matches on the match-3 board. If you make a match that provides mana you can't use, that mana is no longer wasted: now it does a little damage to nearby foes! #indiedev #indiegame #pixelart
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I have implemented the player's first summoning spell, which creates a totem that blasts nearby enemies with water! Problem: the AI is all hardcoded to be hostile to the player. My creation has instantly turned on me.
Thematically appropriate, anyway!
[#]indiedev #indiegame
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What's your favorite spell animation in RPGs? This one is based on the "Crackle" spell from Grandia II!
[#]indiedev #indiegame #screenshotsaturday #pixelart
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Short l'il gameplay video of my match-3 cyberpunk technomagic roguelike #indiedev #indiegame #ue5
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My game is starting to come together! Here's a video I recorded of me getting trounced by a bunch of fights, and taking thorough advantage of the fact that, at the moment, my health resets to full after each one 😆
[#]indiedev #indiegame #madewithunreal #pixelart
https://www.youtube.com/watch?v=-dmFu_qDczk
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Today's bug: turns out that when you do FVector() in Unreal C++ code, you get back an uninitialized 3D vector, not (as I had assumed) a (0, 0, 0) vector. You need to use an explicit constructor, or FVector::ZeroVector, if you want the zeroes. This was making all of my spell VFX draw in the wrong places, and could have been causing so many other much worse problems.
[#]indiedev #ue5
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