Atu
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atugameofficial.bsky.social
Atu
@atugameofficial.bsky.social
Dev blog for solo-dev indie game, "Atu".

Atu is a "Horror Town-Sim RPG" inspired by Stardew Valley's gameplay, Rimworld's simulation, and Nosferatu's story.

Same handle on "Old Twitter" 😅
The use of font / handwriting in #Pentiment by @obsidianent.bsky.social is so, so brilliant.

I didn't finish the game on my first playthrough and starting over again on #Steamdeck has been such a treat.
January 24, 2025 at 9:01 PM
The holidays gave me some time to gather my thoughts and realize that halting my entire project over not being able to achieve the shadows I want is quite silly.

We're moving forward without 'em and treating them as a stretch goal!
January 10, 2025 at 5:36 AM
I've been on a bit of crunch this past week and current week for a release at my day job.

Haven't been able to work on Atu much, but hoping to get back into the swing of things this next week.

Mostly posting to keep myself accountable 🙂

#gamedev
December 9, 2024 at 4:55 PM
After working on GI-esque 2D Projection Shadows for 20 hours a week / 3 weeks, the solution still seems very distant.

I've decided to temporarily axe this feature and shift focus as most of the game takes place at night anyway, where Godot's 2D light system already looks great.
So this implementation was a bit hamfisted; just a sprite with modified origins, index and skew.

I've spent the last couple weeks learning about shaders and the overall rendering pipeline. I'm now working on something more like multi-pass post processing with #godot viewports and depth maps
Definitely some problems to work out 😅
- Casting shadows on surfaces "logically" behind the tree is hard; with y-sorting alone it's either "on or off" rather than isolated to a certain area
- Tried Polygon2D in hopes the "x-sorting" would be more precise; no dice
- investigating further solutions
December 2, 2024 at 6:02 AM
JMP's Scavenger (#AtariST, 1989, unreleased)

The implementation of shadows here is insane for 1989. Admirable and motivating in my (surprisingly difficult) 2024 journey to make similar shadows in true 2D 😂

#gamedev #gamedevelopment #godot #2d #pixelart
November 26, 2024 at 3:25 PM
So this implementation was a bit hamfisted; just a sprite with modified origins, index and skew.

I've spent the last couple weeks learning about shaders and the overall rendering pipeline. I'm now working on something more like multi-pass post processing with #godot viewports and depth maps
Definitely some problems to work out 😅
- Casting shadows on surfaces "logically" behind the tree is hard; with y-sorting alone it's either "on or off" rather than isolated to a certain area
- Tried Polygon2D in hopes the "x-sorting" would be more precise; no dice
- investigating further solutions
November 26, 2024 at 6:28 AM
Working on 2D Orthographic View "Cast Shadows"

#godot #gamedev #shaders #pixelart
November 20, 2024 at 2:31 AM