@MichaelGame_Dev Profile picture

Game Dev With Michael

@MichaelGame_Dev

Indie Game Dev Radiant Bricks Steam: https://t.co/78EzgAq4iX YT: https://t.co/U5wJFdg4Bm

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Day 53-54 #100DaysOfGameDev Not feeling great this weekend, but I have still managed to get the basics of my level editor working! I still need to tweak the UI, let these levels be used in gameplay and add the ability for level names to be set, but the basic building…


Day 52 #100DaysOfGameDev I got some progress made on the level editor for my game. Once this is done, it'll help me make levels a lot faster and hopefully even be player accessible in the full release. On tap for the weekend is to hopefully make it work as expected and another…

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Day 50, 51 #100DaysOfGameDev I've been looking over a level editor from the #DragonRuby samples. I'm going to use a version of that to build out levels in my game and hopefully have a level editor available to players. #ruby #gamedev #indiegamedev

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Day 49 #100DaysOfGameDev Yesterday I worked on the powerup system. I have the powerups spawning and taking effect! I'm close on having the changes revert (until edge cases). I should have an update hopefully this evening! I'll be making a YT video talking about all of this soon…


Day 47-48 #100DaysOfGameDev Solid progress here. Actually, one reason for that is how useful symbols are. I didn't quite understand them when I started Ruby, but they make setting up logic more straightforward. I have been playing with the prototype more and things have been…

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Day 46 #100DaysOfGameDev I was able to tweak the prototype a bit more in DragonRuby. Adjusted the colors and the logic so the opposite color ball hits the bricks (orange hits blue). I want to try to explore a few more topics (lighting, level building). If I can get those working,…

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Day 43-45 #100DaysOfGameDev I've been spending a decent bit of time the past few days exploring the DragonRuby docs and samples. With the pong sample, I was able to get a prototype of Radiant Bricks up pretty quickly. In some ways, the lighter toolkit of DragonRuby does make…

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Day 41/42 #100DaysOfGameDev I worked on creating a demo in DragonRuby. You can check out the demo here: michaelgame-dev.itch.io/target-practic… Just a simple game from a book the community made, but a solid introduction to the toolkit. Overall, I'm looking forward to doing more in a game jam,…


I feel like this is a similar thing when it comes to game design. But I think it's tricky to find the times when you should stick to your vision of the game vs responding to player input. I think that's a future video topic to think/talk through. #gamedev #gamedesign The code…

When customers request a feature, what they most want is a commitment: Yes, we'll do that! And that's the most tempting thing in the world to offer them. But you're better off saying THANK YOU and meaning it, without binding yourself to a specific solution.



Day 40 #100DaysOfGameDev I've been a bit more fired up about a web app idea I've had. This morning I've been working on how powerups are spawned and the pool of powerups is handled. I should be doing more game dev now as my schedule overall settles. Even though I may not be…


Day 39 #100DaysOfGameDev had to take a little break due to other commitments, but I'm back at it. This morning I started implementing a few negative powerups for players to avoid. I have one of the powerups implemented and have been working on the system to get them into the…


Day 38 #100DaysOfGameDev I've felt a bit aimless the past few game dev days and felt like I haven't really had a good idea on what to try to work on next. Today I worked on creating a list of Tasks to work through. Need to add more to them and prioritize! I hope to start…


Day 37 #100DaysOfGameDev made a bit more progress on the shaders this weekend! I still have a ways to go, but it's a solid start. I think ultimately this will be a better option when it comes to letting players understand where the unhittable bricks are.


Day 36 #100DaysOfGameDev This morning I've been exploring shaders as I have a few in mind I want to use for various parts of the game. Don't tell the shader wizards, but I think I'm actually starting to understand some of the shader stuff..... Hoping to get more done this…


Day 35 #100DaysOfGameDev One thing I want to do as I go is work on understanding more about how a game works. So I've pulled a few playdate and love2d projects down from git and plan to examine them. I also started worked through a tutorial using #odinlang and #raylib to…


Day 34 #100DaysOfGameDev Didn't get as much time as I liked to game dev yesterday but I did get some tweaks done to my code and found a cool shader tutorial about a grid. Even figured out a way to get it displayed in 3d despite it being a 2d shader. I'm unsure if this will be…


Question for Godoters further along the path than me. I'm looking to have an object move and slowly slide to a stop after being hit. I had this object as a rigidbody and had applied a custom physics material then had the colliding object apply_impulse. This never quite worked…


Day 33 #100DaysOfGameDev I worked on updating a few things yesterday, including imported my properly scaled 3d models (finally). Slowly but surely I'm starting to understand things. Due to some ideas I had, I also explored changing the brick into a characterBody3D instead of a…


Just had a great call with @ItsTrentChute about Gentleland! They definitely provide some interesting options that I'll have to consider as I continue my game dev journey!


Day 32 #100DaysOfGameDev Yesterday I switched the bricks to use a material and refactoring some code ended up fixing the lighting issues. I also worked on updating the way bricks bounce when they are moveable. It feels a little better but not quite what I want just yet.…


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