screenshot club: share your game dev!

GILGAMESH II

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The ghost eats his candy corn now. This hopefully adds a sense of urgency.

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Um. Yeah.

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just doing unity tutorial stuff, my first multiple-levels game. loops after last level

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it’s all happening here folks

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moving platform tutorials: just parent your player to the platform! :stuck_out_tongue_winking_eye: :face_with_hand_over_mouth: :rofl: :innocent:
unity:

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follow-up to the above image: after many moons i have finally (please please please don’t jinx it :crossed_fingers:) managed to get my character controller to stand on moving objects using a fixed timestep and without parenting and without the two objects actually coming into contact and i am extremely annoyed at the amount of dream programming i have been doing during this time (this morning’s final (please) problem was solved during last night’s dream and i would’ve slept much better if i’d solved it before going to bed :roll_eyes:).

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oh and i did follow through on this:

i think this is about as much as i want to iterate on this project for now, mostly because i actually want to pursue this in godot, not unity, but i’m real happy with how it turned out, and it was fun to do all kinds of crazy maths to make the chaingun work.

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This is very very good.

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Pictures from old car driving projects. Cars are great main characters because you don’t have to animate anything

I made most of this during a time when I was just getting into a groove making models and textures. The gameplay never really went anywhere and instead all these levels became junkyard museums to just plop in new textures to see how they looked


One of my favorite things was making textures that faked looking 3D


image

Stumbling across this project made me want to try building something like this again from scratch, but I felt like I had to collect a few photos and show them off before I could move on.

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i love the shoes

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I just added them!

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p happy with how that turned out

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Swinging Chandeliers.
ghost-game-25

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ghost_game_26

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Back in February I got it into my head that I would make a Nobunaga’s Ambition style game, where you have like fifty unique lords on an island, each one trying to stomp out all the others through strategic turn-taking.

The left-hand side would be the “search” area, and the right-hand side shows your character stats and turn options. A popup screen would notify you of important events.

The lower left is a map and the lower right has details on the region you’re in. (e.g. squatting in an abandoned monastery gives you different options than hanging around a palace.) Regions develop food/gold/morale with farmers/markets/monks, so you want to gun for the regions with good production - but warring in them lowers the peasant count, so you must balance population against desirability when weighing where to attack.

Since you’re a lord you have a retinue of cooks, guards, diplomats, and spies. These give you access to special commands. Cooks are for schmoozing, Diplomats can bargain with other lords from any distance, and spies can sneak into other lords’ retinues and sabotage them. But your own retinue could be spies too.

The core aspect that I love about Nobunaga’s Ambition and King’s Crusader 2 or whatever it’s called is that you have a huge selection of characters to choose from, and they’re deliberately imbalanced. Big King Badass will have an easier game than Duke Pauper de BFE. I like that it encourages the player to think dramatically and roleplay.

I stopped working on this because coding the UI became too much for me, but now that I can use ImGui, this idea would be a lot more doable.

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