Sim Kaart
@simkaart
Graphic designer working on games. Now making Castle Away!
when making an isometric game in 2d, i'm noticing you need shapes on the 'floor' that emphasise the perspective, to ground the assets onto the world. #indiedev #godotengine #handdrawn
I keep messing up size and scale if I don’t reference similar assets. So I often end up throwing them all into a scene, and then start drawing on top of a screenshot 🤷🏼 #gamedev #godotengine
Me to my daughter on the weekend: I swear I’m also drawing cats. Can you pass me the pink?
drawing assets for a new region. just added these geyser-likes #gamedev #godotengine #handdrawn
sketching out a new world. neck-deep in the mess of creation! #gamedev #indiegame #godotengine
2. a shader on a subviewportcontainer, with a subviewport that renders the game (great performance, because the shader only does its work on the 'image' in the subviewport). problem: fonts also render here, diminishing their scalable quality, which was a no-go for me.
I had tried two shortcuts (which I desperately hoped would work): 1. a shader on a colorrect in a canvaslayer on top of the game (perfomance drain, because there are so many objects in the game)
I recolored 2000+ sprites because I wanted to get rid of an optical, grey-ish layer on top the game that had been there since the beginning of development. #gamedev #indiegame #godotengine
We finally pulled the trigger and made our tooltips smarter. I couldn't stand watching players hover upgrades on and off to spot the differences any longer. #gamedev #godotengine #ui
giving our shaman interface some love. players can now choose a spell to enchant their buildings, but it is tied to a random curse that influences all combat. #indiegame #godot
making zelda-style area title animations. not mega intuitive using control nodes with anchoring and responsive sizing, but certainly doable! #godotengine #gamedev
working on our workshop interface. adding images to the list for easier exploration. and a lot of small animations to give feedback on whats happening. #godotengine #gamedev #crafting
beat the final boss! i wrote a todo that it was too hard cause it took me 3 times. but now i kinda like that it was hard hahah #indiedev #godotengine #handdrawn #roguelite #autobattler
working on some laser eyes. also put the impact zone on the head of the snake, which seems fun, but also makes the snake attack less readable :/ #gamedev #godot #indiegame
first version of our underworld, where the archdemon resides #gamedev #indiegame #godot
working on making the urgency of 'encounter picking' more obvious. changed a 'meter' with increments to 'charges', which makes it easier to communicatie that an action costs a charge. #gamedev #godot #indiegame
Boss kill rewards castle extension. Seeing this now, the icon should actually reflect the castle type (more woody). Work work work. #indiedev #godot #handdrawn
love how the mascotte also knows this and hides behind a piece of paper. "hihi, sorry!"
Announcing CASTLE AWAY! In which you build and command a flying fortress to slay the demons invading your world! A quick-to-pick-up, run-based strategy game focused on crafting combat synergies on your little castle grid. Let me know what you think! #indiegame #gamedev #roguelite
I’m announcing a new project later today. And as this early playtester so eloquently put it on reddit: it’s aight so far 😅 #indiegame #gamedev #godot