War Video Report
@volution.bsky.social
69 followers 35 following 48 posts
We are periphery! We are interested in game dev, tools and workflows. We are working on our first game titled War Video Report. https://periphery.blog
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volution.bsky.social
Explosions heard far away. Closing in. Zero line. Daily commute. Contact. We listen, we look, we play - filtered and protected. Lives end on an anonymous battlefield. On our screen. Not on our screen.

War Video Report, a game by periphery, is coming soon.

#indiedev #gamedev
A back-grey-coloured pixel art of a person standing in bare land, the gun thrown to the ground, while a drone-looking object is closing in dangerously.
volution.bsky.social
Thirty seconds of gameplay, of where we're at. #gamedev #indiedev #WarVideoReport
volution.bsky.social
Thank‘s for your feedback and lovely words! This means a lot to us. We are tweaking the asset production pipeline and style guide rn to get better visual readability. There will be a bigger post in 2 to 3 weeks and we are eager to hear your thoughts on it.
volution.bsky.social
While working on all game systems, we are in the midst of tweaking the look of our game. Our vision is a 1-bit look reminiscent of thermal imaging.

#indiedev #gamedev
volution.bsky.social
A sketch of one of our enemy AI final state machines. We realized planning the FSM out carefully first on paper helped a lot. Each arrow represents a state transition that is conditioned by a set of Booleans. The exit conditions are shown in the "Exit State Matrix" on the left. #gamedev #indiedev
volution.bsky.social
We now have a system, that detects objects between explosions and the player and takes into account how they dampen the blast. In the video you see how the "expl.objdamp" value goes up, as the violet probe passes through the walls.

#indiedev #gamedev #indiegames #gamedevelopment
volution.bsky.social
The concept of „fun“ in a war game is something we are questioning in „War Video Report“. If you are interested, we describe the mood we are going for in our pinned post:
volution.bsky.social
Explosions heard far away. Closing in. Zero line. Daily commute. Contact. We listen, we look, we play - filtered and protected. Lives end on an anonymous battlefield. On our screen. Not on our screen.

War Video Report, a game by periphery, is coming soon.

#indiedev #gamedev
A back-grey-coloured pixel art of a person standing in bare land, the gun thrown to the ground, while a drone-looking object is closing in dangerously.
volution.bsky.social
We are adding mechanics bit by bit. Here fpv drones are chasing and attacking the player.

#indiedev #gamedev #indiegames #gamedevelopment
volution.bsky.social
We made progress with enemy AI in the last weeks. Surprisingly it does not take much to make a very mean enemy, especially when you give them grenades. #indiedev #gamedev #indiegames #gamedevelopment
volution.bsky.social
Glad you like it! The next one is already in the making :)
volution.bsky.social
We are proudly re-inventing the wheel for the purpose of learning. ;)
volution.bsky.social
We created a blog! Our first post goes in-depth on how we managed to properly display our player in front of or behind assets — creating the illusion of 3D in our 2D game. #indiegames #indiegame #gamedev #indiedev
How we handle Z Order in our isometric game.
It took us a while to come up with our current solution, and we’d love to hear your thoughts on it.
periphery.blog
volution.bsky.social
Do we dare call this "gameplay"? Last week we had some progress with enemy AI. Here a test level with randomly spawning enemy soldiers. #indiedev #gamedev #indiegame
volution.bsky.social
We do not have many assets in the game yet. But this poor car has been bumped into, hidden behind, shot up and hit with grenades countless times during testing so far.

#gamedev #indiedev #indiegame
volution.bsky.social
Explosions heard far away. Closing in. Zero line. Daily commute. Contact. We listen, we look, we play - filtered and protected. Lives end on an anonymous battlefield. On our screen. Not on our screen.

War Video Report, a game by periphery, is coming soon.

#indiedev #gamedev
A back-grey-coloured pixel art of a person standing in bare land, the gun thrown to the ground, while a drone-looking object is closing in dangerously.
volution.bsky.social
we implemented blood and injured walking to visualize health without UI #indiedev #gamedev
volution.bsky.social
We hear you and transition the code to a turn-based game as we speak. ♟️
volution.bsky.social
Adding a gun - by hand - with mouse - to 80 frames of animation - yay. #indiedev #gamedev #pixelart #aseprite
volution.bsky.social
Hey there! We are excited by your interest in our last post! We started working on WarVideoReport at the end of last year. This video gives you a good idea of what we’ve got so far and what we’re aiming for in terms of mood and direction. #gamedev #indiedev
volution.bsky.social
This is very early days for this project. But once we reach a certain stage, that would be absolutely a goal for us!
volution.bsky.social
Hey there! Thanks so much for reaching out! War Video Report is a game where you get to step into the shoes of a soldier right in the thick of a realistic, modern war.
We have many ideas about where the game is headed, and we’ll be sharing more details with you in the coming months!
volution.bsky.social
Exactly. For a flying character you could define an offset point where it would be on the ground (think like a shadow) and use that point to determine the z order.
In isometric games you have situations where the Y (=Z) value is already below another object but it should still be shown on top.
volution.bsky.social
Y sorting is simply syncing the Z order to the Y value. What is more up on screen will be shown behind. All swell in a pure 2D game, but quite a headache in an isometric game, because there are exceptions when this should not happen.
volution.bsky.social
Visually not much change, but under the hood we have among other things a vastly improved Y sorting system, and also a smooth camera (again).
#gamedev #indiedev
volution.bsky.social
Bug or feature? #indiedev #gamedev