Lots of really nice work in this topic, and I wanted to share what I’ve been working on to contribute to the awesomeness
I’m currently working on a maze game where the player must solve challenges in order to progress through the stages - called - Amazing Madness. It’s the game of (seemingly) impossible mazes.
So far, there are only a few stages to play through, and I will be adding more stages in the near future; But you can play these stages, again and again, to collect coins as they will be needed for later stages Plus, there is a leaderboard, so you can see how fast other people have completed the stages too.
It might be cool to vary the color or theming a bit between the “progressively harder stages” on your first thumbnail. I’m having a hard time deciphering what is different between the four of them. Some quick color adjustments or more intense density adjustments might do wonders for the thumbnail!
I’m working on an “obby” esc game. It’s called Insomnia, and the further you get through the hobby, the more your mind starts to play tricks on you. Jumpscares, disappearing blocks, mirror sections, pitch black jumps, and more.
I made this tree mesh using blender, i did not use any textures due to the fact i do not know how. Please tell me what you think about it and could someone explain how to make textures and use them on a mesh? I am really confused. I am a rookie to blender, i have only been using it for approximately 1 month or so. So i am confused.
I’ve been prepping Vehicle Simulator for mobile, and a big part of that was making cars work more efficiently. The goal was to keep 100% of the functionality (suspension, steering, wheel camber, welded differential, etc…) but reduce the complexity/part count.
Here’s a quick breakdown of the results! The old chassis (currently in-game) uses 21 parts (4 wheels + 1 chassis part + 16 extra parts for all the functionality). The new chassis uses 5 parts (4 wheels + 1 chassis part) and accomplishes exactly the same functionality, just with more stability and less performance impact!
ft some early iPad testing UI is like 1% done but the controls are mostly ready & we just released streaming support last week w/ minimal problems, so the future is bright
Left 2 Die is a game that I’ve been working on for 3 years now. This is the rescript that I update pretty much daily until we get campaign mode finished and I can update the main game: