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Elevator!
6
I have a working elevator in my mountain now! Seems like a simple thing, but to get here I had to tear up a lot of code and reconsider so many parts, all the wa...
First New Puzzles
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At the art gallery in January, I had my first new puzzles up and working. This mountain world is based (at least in the first half) around stone-stacking puzzle...
Q&A at a Local Art Gallery
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It was an honor to be invited to speak at the Walters Community Art Center, in downtown Hillsboro, OR (my hometown!). I had a drawing in a reunion show for my f...
Mountain WIP 01
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Just throwing a few low-poly rocks together and walking around! I figured after about a year of tech discussion, my followers would want to see some ARTWORK fin...
Proximity-based "Holes"
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When the player needs to deposit a carried Item somewhere to advance the game, a key in a lock for example or a certain colored cube in a certain shelf, I call...
"Thingness" and Inheritance
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In the first game, "state" switching of top-level "things" was handled by an ad-hoc network of scripts (see The State Switcher , previous post). Now I hope my...
The State Switcher
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Let's call the top-level objects in my game, which need to take player interaction and change states, let's call them Dynamic Objects (DynObj). For my purposes...
Average Quaternions for Carried Items
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I wanted the item you carry around to always follow the player camera, but not perfectly. I wanted it to fall behind and catch up, have its own momentum. Parent...