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Turn into a brave roebuck and save your peaceful world from being annihilated by machines in this #pointandclick #adventuregame!🦌
Beyond The Edge Of Owlsgard OUT NOW on #Steam and #GOGcom🦉
➡️Steam: store.steampowered.com/app/1…
➡️GOG: gog.com/en/game/beyond_the_e…
WatchDaToast🦌 retweeted
Found something unexpected in the mountains of Daventry! 🤩
Mask of Eternity runs on a modified Dynamix simulation engine, so I modded it to let Connor fly. 🐦Took him on a flyby over Daventry and spotted something cool the devs hid up there. Anyone able to identify the couple?
WatchDaToast🦌 retweeted
game dev is in such a weird spot right now. theoretically the only way to build an audience is by posting about your unique game, instead of shadow dropping it. but if you don't shadow drop it, there's a very good chance an AI bro will rapidly recreate and publish your idea
WatchDaToast🦌 retweeted
We live in a world where a developer composes hours of music for their game, and it must be AI because for a human, it’s bound to be a grueling task.
Some people are discovering what it’s like to be a solo indie developer.
Tonic Trouble still lives rent free in my head.
WIP pic of Grögh holding THE CAN
WatchDaToast🦌 retweeted
10 years in the making — we poured all our love into those pixels. Theropods is out now! store.steampowered.com/app/1…
When your project is still in its early development stages and looks absolutely hideous. My daily struggle
This trailer HAS to be a shitpost
James Pond’s New Trailer Has AI Alarm Bells Ringing, Comments Turned Off dlvr.it/TV53Wh
Got back from a trip to Tokyo just recently.
Was really impressed with a lot of things I experienced there. Some Inari shrines stuck with me too, for obvious reasons🦊
Spotted a Rayman 2 texture in Beyond Good And Evil. Neuron activated
WatchDaToast🦌 retweeted
Some very early action segments in which you steer a boat, speed up and run into enemies.
Music from Ratchet and Clank.
Some very early action segments in which you steer a boat, speed up and run into enemies.
Music from Ratchet and Clank.
Some pointed it out, so I want to clarify: This is not THE 1993 Doom, but the port GZDoom. I used it back when it was still all about adding OpenGL, scripting and slopes for Doom. It apparently evolved A LOT since then, so I get why many don't like to call it "doom engine" now.
Alright, some more progress on King's Quest 8 in Doom before I move on to other things for a bit.
Now with more cheesy Connor lines.
And thus, I was able to import the geometry of the first Daventry map of King's Quest 8... into THE DOOM ENGINE!!!
This makes me happy.
(the buildings need to be remade from scratch though)
This is what the entirety of the first map in King's Quest 8 looks like.
Reconstructing the location of the buildings and pathway was quite easy because you could clearly tell it by looking at the heightmap from the game.
A bit of a random post, but this stuff just fascinates me.
I was playing King's Quest 8 the other day and found out that there are heightmap files for every world in the data folder. Imported them in Blender and did some rough reconstructing. It's so cool to now see how the environment actually looks without all the fog.




























