Jasozz
@jasozzgames.bsky.social
3.4K followers 10 following 290 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
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
jasozzgames.bsky.social
I might break this down in a future video cuz experimenting with this has been a blast so far
jasozzgames.bsky.social
Got a few hotfixes out over the weekend to address some balancing issues and sprinkle a few more bullets around... now to address the next biggest complaint: folks getting lost in the maps

I'm gonna try something crazy

#gamedev #unity3d
jasozzgames.bsky.social
Uhhh I think it's DX11?
jasozzgames.bsky.social
Haha oh yeah, I took it real easy on the horror stuff in Ch1 so as to not scare people off, but a lot of folks really enjoyed the horror segments and wanted more of it, and who am I to say "no"?
jasozzgames.bsky.social
I usually pump up my brightness on Deck too - the smaller screen definitely doesn't help in that regard!
jasozzgames.bsky.social
Side note though you're a pro at strafe-opening those lockers, dang dude