sketchy game dev / tools -
cofounder @unbound_io with @rianflo
made @clayxels, @nauticrawl , and lots of failed stuff.
ex DreamWorks, MPC VFX, Lionhead Studios
We should talk more about the state of things on Steam, short beautiful games are an endangered species and we are seriously risking of loosing them as a whole if they become not viable for developers.
Balatro, the "poker but roguelike" game that is selling millions of $$$, was made with #love2D and Lua.
Little game engines are turning this industry upside down, I think that's super cool 🙃
For those wondering why I get so excited about a bunch of crabs. It's because there's no meshes in scene, everything is done in #clayxels inside Unity, I have a thing for Dreams and I wanna make my games without ever touching a polygon or a filthy UV ever again!
Clayxels got coloring shapes, I think it's pretty much ready to go 😱 Any takers for a public beta? RTs really appreciated at this point, I think this is going to be something special.
#clayxels#madeinunity
last clay game update for a few days:
used my first Unity rigidbody component ever! Now every picked piece of clay contributes to collisions with the environment, this will help creating interesting puzzles.🧱
#clayxels#madewithunity#HDRP
The Vagrant Story devs having full control of the lighting system they had crafted for this PS1 game meant that they were able to just flex at any given moment during cutscenes.
I didn't know this was a thing, but apparently you can now have a single board computer, plugged to a beast GPU and that's about all you need right there.
I might replace my laptop with a setup like this one day
Mind blown discovering that Star Ocean for gameboy color, one of the best looking games ever done on that system, was actually retro compatible with monochrome gameboys. This imposes a lot more restrictions in terms of memory and palette availability.
Please read the totally negative and unconstructive criticisms in the comments to this thread.
Then please take my advice into consideration for your next indie game:
WHATEVER F* WORKS IS A GOOD SOLUTION.
Thanks, bye : )
Creating an FPS? It's a good idea to render the weapon on a secondary camera, that way you can lower the FOV and it'll never clip through walls! Need weapons? I got pretty cool stylized blasters here: kenney.nl/assets/blaster-kit (public domain, free to use)
#unitytips@KenneyNL
hot take: Nintendo should have been bolder and turn Zelda TOTK into a whole new IP.
I love Zelda, I love the idea behind TOTK, but that 👇 is not Zelda (to my grumpy millennial eyes at least : ).
Why not give it its own identity?
Clayxels v1.0 just went quietly up online and because it's part of a sale you can get it for the price of chewing gums. When I see what people are doing with it, I feel so proud of the little c-shaped guy🥰
assetstore.unity.com/package…
picking up some clay, added a single float spring to make the little guy bounce when I want him to show some liveliness.
#clayxels crunching SDFs, but only when something changes. For the rest it's all smooth voxels traced from a fragment shader, even the background : )
Unity is such an amazing and simple indie dev tool. In a perfect world they would not need to chase marketing-friendly features, and now that there's a clearer than ever distinction with UE5, my hope is that Unity will focus on what makes Unity so special. Simplicity. 🙏
Not sure yet if there's a game in there or a modeling toolkit. Anyway, got clay-voxels running in unity's editor. It's a compute shader without per-pixel ray-marching, so, it's fast.
my clay game prototype demo is a wrap! will do some break downs on how I made all of this in Unity HDRP with #clayxels, without ever leaving the editor and with one shader only, even for my super fake FX 😅
#madewithunity
This is what voxels can do when you take polygons out entirely, wow.
Without Dreams I wouldn't have even thought this was even remotely possible💛
Can't wait to release this stuff and see what kind of crazy stuff people will do.
-why are you guys even making a custom engine?!?
🥱
"Epic Games will charge non-game developers an annual subscription of $1,850 “per seat” to use its Unreal Engine"
getting there, the next release of clayxels will use just a couple of draw calls to draw everything, no matter what you throw in scene.
It's a pain in the ***, but I can tap into the awesome gpu rendering techniques described by Sebastian Aaltonen and Alex Evans.
This looks awesome. Here's where I think this project highlights the biggest issue affecting Unity in its current state of things, multiple render pipelines.
[thread]
I've implemented splats for regular frozen meshes made with #clayxels.
It means you get the splatty look on mobile, nintendo switch, oculus quest, etc.
in 2023 with @unbound_io we started testing a new game engine built around the magic of creating with SDF. We're a super tiny scale operation still, but we can already do stuff like this🤫
#madeWithUnbound
Expose number of purchases minus refunds as a true meter of how the game does or how niche it is, let people judge for themselves, turn reviews into a healthy discussion thread.
In other words:
SHIELD DEVELOPERS FROM THAT SHIT, platforms OWE that to developers' mental health!
People have been asking for #clayxels to support smooth meshes for a while now, I consider this inferior to microvoxels, way too many polygons. But for effects and custom shaders it's nice. So there you have it.
and this is how I'm working on this thing, basically I create as I go all in unity, write some (bad) code, hit play, see what happens, repeat😬
#clayxels
Hey indie devs, If you are thinking about publishing your tools, I wrote about my recent experience on the matter and collected some precious tips from
@FreyaHolmer, @demigiant and @AmplifyCreates !
"The (sort of) hidden world of game tools development"
link.medium.com/d1irtbdCB7
Diary of a GPU peasant:
Removed all branching from my code after reading how bad it is for the GPU.
Made no performance difference at all.
Went back to cultivating my potatoes.
can't wait for when we'll be able to share #gunpla style kits on the cloud. Turning assets into toys and seeing others do some funky remixing is quite cool!
#madeWithUnbound
the real dream: a Unity/UE competitor based on SDF tech, with standard web deploy. A game-jam bazooka with strong Flash vibes. The pieces are all out there already.
We needed to test the new Lua game APIs for @unbound_io, so I made a procedural toy house and documented the process.
How's a procedural toy/game made?
What's it like to create games in unbound?
How is it different from other engines and apps?
Thread! #madeInUnbound
SFSS: Super Fake Subsurface Scattering.
Finally v1.8-beta of clayxels can open my old scenes in HDRP 🥲
This upcoming version is nothing groundbreaking, but the renderer is quite a bit faster now.
that's it, I'm too sick to finish it today, this is how you check the map of the castle in my clay-game btw.
🗺️
Being sick sucks, but Unity and #clayxels were a fun distraction today.
I spend one minute adding an attribute to the inspector for the new splats shader, then another 30 minutes are automatically wasted playing with it😳
#clayxels
Hi I did a thing, it's in VR, it's called A Rogue Escape!
⚡️⚓️
FINALLY I can talk about it and introduce my friends over at @sylphelabs who helped reimagining Nauticrawl from the ground up for ALL your headsets.
We are thrilled to announce that we will be publishing our first VR title - A Rogue Escape! The immersive adventure by @andreintg will be coming to the Oculus Store and Steam VR.
and its out, the Alpha Dream's gem that eventually evolved into the Mario & Luigi saga, finally translated. It's not every day that you get a new gba game to play in 2021 that looks like this, I wanna cry.
romhacking.net/translations/…
Weird moment of realization that I'm about to close a loop started 4 YEARS AGO with a weird prototype full of functioning gauges and levers😐
⚓️
store.steampowered.com/app/1…
Another exotic (and esoteric) old japanese horror game, Laplace No Ma, PC Engine, 1993.
Dungeon crawling horror is totally lacking and should be tried again.
This is a weird one, musical toy meets horror exploration. You compose the synth-wave score of the game itself, while progressively unlocking the rooms of an old house.
Introducing textures in @unbound_io !
Actually, we didn't add anything new, textures in unbound just happen having fun while messing around🤪
#madeWithUnbound
Here's my long-ish post on Clayxels and my journey to make a game-designer friendly asset crafting tool (and how it landed on something totally different, of course):
medium.com/@ainterguglielmi/…
Monthly reminder that:
- short games are easier to consume and move on.
- 10 hours is NOT a short game.
- Steam has to do a better job at normalizing short games as being good games too.
Reminder that if you buy Death Trash you're getting an unfinished game.
Don't buy it for the content per dollar you get right now.
Buy it:
- If you're happy with a few hours.
- If you're waiting on the final game and want a bigger taste already.
- If you want to support us.
A question for you all:
If you see this, just from a screen shot, can you sort of guess what's going on? What kind of challenge you're about to face and roughly what kind of game this might be?
Asking for a friend 🙃
#madewithunity#clayxels
a cooking game that lets you microwave a mutant aubergine?
Nope, it's the clay game.
And that's my confusing tweet of the day.
#madewithunity & #clayxels