Some more late-night experiments with making ships in Blender by means of shrinkwrap, bevel and array modifiers. I want to achieve fully non-destructive workflow based solely on modifiers (links for 3D view in next post).
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To be announced! PC.
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I’m a solo dev tucked away in a cold corner of the world, bringing a medieval deckbuilder / roguelite game to life. Crafting games is my passion, and I’ll be sharing all the ups and downs of development here. Stay tuned for the journey!
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Somewhere around a down of the rabbit hole.
Assembler, Embedded, ARM, Furry, Retro, Windows XP, LinuxMint.
Serbia.
https://www.youtube.com/@noderiviera
Combined my new Godot Vulkan shader for dithered and posterized lighting with Godot GLES2 dithered alpha shader. Looks quite neat even without finetuning.
Turns out I need to give my ships personalities. Specifically, what factors make it decide to attack a target? How aggressive is it? How cowardly, which would make it run away? How much space does it give to threatening ships before it decides to attack?
trained as a playwright, game designer
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