IndieDev

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A place for indie developers to discuss game development

founded 1 year ago
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cross-posted from: https://mastodon.social/users/Berin/statuses/113027253770992933

Submissiones open: NOVELASIA - SEA Visual Novel Showcase 2024

NOVELASIA is an upcoming event on YouTube celebrating visual novel games developed in Southeast Asia!

If you are a SEA-based VN-dev, you can find more info and submission forms here:
https://southeast-asia-game.fandom.com/wiki/NOVELASIA_-_SEA_Visual_Novel_Showcase_2024

The deadline for submissions is on Sunday, 22th September 2024.

@renpy

#GameDev #VisualNovel #VNDev

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Submissions for the 2025 Independent Games Festival are open until September 30!

https://igf.com/article/2025-independent-games-festival-submissions-are-now-open

#IndieDev #GameDev

@indiedev

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Cross-posted from: https://lemm.ee/post/39614495

Hi all,

I've been working on a side-project after needing something to handle UIs for a game I work on, and came up with InputLayers, which is basically a layer-based filtering system for Input handling.

My main issue was having a clean and consistent way to handle taking input availability away from something (a character, UI, or anything else) when something should take over (a menu opening, a popup, etc.)

So I ended up using this as an opportunity to learn the new Unity UI system, and set up a clean editor window. In the end, it was close enough to a packageable asset, that I felt it'd be cool to make it available to others!

It's free, so if anyone wants to give it a try, I'd love some feedback =)

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Akira Toriyama was such an influential figure in my life growing up. It was sad waking up today to the news of his death. He will be missed.

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I've been learning development in Godot for a few weeks, and I'm building a little old-school rage game to go along with my lessons.

I'm getting to the point where I'm doing things that are complex enough that I'm convinced I'm learning things incorrectly - or at least inefficiently.

Do you guys struggle with this? It feels pretty typical of my learning experiences, but I've never really asked about it before. Maybe I'm learning things wrong.

If anyone wants to take a look at my project, I've got it on itch, here. I love feedback.

Just keep in mind that it's a WIP and that I've only been coding since February 8.

Thank you!

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I've made some progress on a save system for my inventory, chests, and items in the level. It's starting to feel like the mechanics of a game are there, and you could play this.

The Dusty Old Game Jam has really put my butt in gear on this one. I finally feel motivated, like I might actually take a game to the finish line.

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This is my entry to the 6 month Dusty Old Game Jam. It's going to be a soulslike. Right now I'm focusing on combat trying to get all the mechanics in that I need, such as hit reactions, blocking, parrying, switching targets, etc. Once that's done it's onto some level design, and an inventory system. Might also model another character in between.

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This is my entry to the Dusty Old Game Jam, which is a 6 month long jam going on right now. The intent for this game is to be a souls like, but we'll see where it goes. Hope you like it! Feel free to join, and share your progress as well! https://itch.io/jam/the-dusty-old-game-jam

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https://itch.io/jam/games-for-blind-gamers-3

This is the third one, and you can check out the previous one here! https://itch.io/jam/games-for-blind-gamers-2

We had 30 entries last year and are hoping to have even more wonderful entries this year! If you have any questions feel free to ask, or join the discord! https://discord.com/invite/Zd6B7vYBDx

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This is a 6 month game jam meant to encourage people to work on games they eventually want to release! Come join us, and make something cool!

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Starting on November 10th create music, cover art, and a music theme for a Super Nintendo Game of your own creation. (No actual game required)

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The Spooktober N64 Style Graphics Jam #3 just wrapped up. Come play the games and vote for the best one.

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We are doing an N64 style graphics jam starting next Saturday! No prizes, but we have fun with it anyway. Just good ole fashioned low poly graphics.

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NO RELOADING is principally all about shoot guns in slow motion... but some players have gotten rather inventive with the absurdly named, "Bonk Sword!"

They choose dodge upgrades to help their resilience, use a bunch of stunts to dodge fire, use two swords to maximize DPS, and pick up the Momentum upgrade which increases damage the faster they move!

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I hope you guys don't mind me sharing a short video from my game, NO RELOADING: Survival Trials!

If you like what you see, do consider wishlisting and following on Steam! https://store.steampowered.com/app/1769060?utm_source=acrobaticGunFuLemmy

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This is a really cheap way to make interactive grass. It's done in UE5, but the algorithm is applicable to any engine.

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I found this really cool Hatch shader that gives that hand drawn feel. It's a post process shader, and the tutorial is long, but it's well worth it for the end effect of the shader.

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This is a space I created for indie game developers who are coming here from reddit and want a space to migrate too.