Jasozz
@jasozzgames.bsky.social
3.4K followers 10 following 300 posts
Game developer from Kansas! Currently working on the crunchy retro shooter CULTIC and the competitive skeletal sabotage game Bonerooms! https://store.steampowered.com/app/1684930/CULTIC/ https://store.steampowered.com/app/2719940/The_Bonerooms/
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jasozzgames.bsky.social
in the bonerooms and scary skeletons keep asking me if I've got games on my phone
jasozzgames.bsky.social
Depends on how many issues it has
jasozzgames.bsky.social
CULTIC's Automap Update is now out on the beta branch! On top of the map, this update also includes numerous bug fixes and some additional balancing changes.

Full details:
store.steampowered.com/news/app/1684930/view/525356497715069305
jasozzgames.bsky.social
I need to do a full run of CULTIC, start to finish, to test out the automap and the Unity version upgrade - may as well stream it!

Got a couple things to finish up first so might be an hour or two before I go live - I'll post again when it's time!

www.twitch.tv/jasozz
Jasozz - Twitch
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jasozzgames.bsky.social
Lil' bit of modeling work while I reimport CULTIC's Unity library for the 12th time tonight
#gamedev
jasozzgames.bsky.social
You can give yourself enough weapon parts to redo the upgrades

You can also use the console and forcibly change the difficulty but the changes won't take effect til the next map

F1 to open console, "debug" to enable devmode, "difficulty #" with # being 0-4
jasozzgames.bsky.social
Not directly, but you can use Scene Select to start up a new session on your current map, and use a Custom Loadout to get your inventory back to where it should be
jasozzgames.bsky.social
Dunno if I'll keep it but I was feeling froggy and added an "FPS Mode" for the map that displays it from your current perspective/FOV if you hold the button down. Kinda nice for orienting yourself on maps with lots of verticality!

#gamedev
jasozzgames.bsky.social
Indeed haha - you can see the little Excavator outline
jasozzgames.bsky.social
All of the Chapter One Automaps are done! Can you tell which map this is just from the Automap?

(I'm a little scared to dive into some of the Chapter Two automaps - those maps are LARGG)

#gamedev
jasozzgames.bsky.social
Thank you for the kind words! Glad you enjoyed it!
jasozzgames.bsky.social
It's a bit of both - the vertex painting is used for "painting" explored and revealed areas, and then there's some stenciling to hide parts of the mesh that are above the player that would otherwise make the map really hard to use in vertically stacked areas!
jasozzgames.bsky.social
It's a little of both - I dump the navmesh out to a 3D mesh as a baseline, then clean that up, and use it as the map mesh, which is "filled in" via vertex painting as you explore it.
jasozzgames.bsky.social
Pushing onward with the Automap! If you have Icons enabled, certain things (like reading notes) can give you map markers now as well!

There's also a "Map Only" setting for folks who want a less guided experience, or you can just disable the map altogether.

#gamedev
jasozzgames.bsky.social
Oh that'd 100% be the play if some of the maps didn't have so much verticality to them!
jasozzgames.bsky.social
Yeah I got to that prototype in one afternoon! Excited to keep tinkering.

Dumping my navmesh out to .obj and using that as the base is a lifesaver
jasozzgames.bsky.social
Got a quick update addressing ammo and map concerns, and talking about next steps! Link below

Been working 12+ hour days nearly every day since May to finish Ch2 up, so I'm gonna take a couple days to rest now that the hotfixes are out. 😴

Thanks all for a great Ch.2 launch! ❤️
jasozzgames.bsky.social
Oh probably within the next week or so, IF I can get it working the way I want without too big a performance hit
jasozzgames.bsky.social
Oh it's not added yet haha, lots of technical hurdles to clear still! But I'm pretty confident it's gonna be doable