Solo indie game developer, working on MÁG, a singleplayer isometric mage open world dungeon crawler :)

Prague
Joined December 2008
I guess horses and horse riding now also fully works, because how else is one going to travel the open world, right? solo indie gamedev makes it so easy to keep the scope small
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a little dungeon grind
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new notoriety mechanic, so players can be just the right amount of evil :)
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getting away with murdering an npc right next to a guard ... just need silence + paralyze + nice damage combo and ... ??? ... profit? well, once he goes to ressurrect, he'll report you to the guards anyway :D
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MÁG is built on a custom game engine, which is built in a custom programming language I made over the past 2 years (with some neat features and very fast compile times) Currently preparing to opensource the first part of the compiler, and engine next :) As for features, just a list: - compiles to LuaJIT with heavy optimizations towards not allocating - compiles to GLSL for shaders - experimental JS, C and WGSL backends - VERY fast compile times, my whole game builds from scratch in a few seconds, incremental builds take hundred ms max, and lots of improvements coming there - LSP with lots of completion features (e.g. completion through fields) - value types through scalarized ABI - type inference with generics - UFCS and method syntax sugar (think Rust and Julia had a baby) - both coroutine and closures get compiled to structs, not lua upvalues (less alloc and more perf) and lastly, it works … I’ve been using it for 2 years now :)
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committing crimes now gets you escorted to jail
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Jakub Arnold retweeted
After TEN LONG YEARS, Order of the Sinking Star is out Now! On Switch 2, PS5, and ... it's at the top of Popular New Releases on Steam, already! Thank you everyone for your support during this long, long, long, long, long development!
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peak adhd, I was just randomly recording the new grass fire, and then I notice the new "offline multiplayer NPCs" running around, so just went after them and joined them lol the system is still super basic, but I'm surprised how my brain automatically went for "I wonder what they're doing" even though logically I perfectly know what they're doing
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so few days ago we had burning trees ... ported my instanced grass from a previous game, and this combined with the world scale blood canvas means there's world scale grass data too, which means the grass can burn too (yes it looks too uniform and needs to blend better into the environment, but will fix that soon :) )
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I've spent the past maybe month extracting the game into a simulation library (peak was 200 000 FPS in mage combat, idk what it's now) ... anyway this is the first test, with 20 "fake player" NPCs that are running basically the full logic, doing world-scale pathfinding with their own goals, grinding across dungeons, helping each other, etc. none of the logic is tuned for gameplay yet lol, but ... it kinda works, actually surprised that it works as well as it does (this is literally my first time running it in game, I just hit record)
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adding totally unnecessary features like being able to light trees on fire and have the fire spread ... this is the way to a fun game, right?
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mage can't get a break #gamedev
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just to clarify how I make these: - fully scripted gameplay - the mouse actually clicks the same UI as a player would - almost everything is 1:1 how the game would play - some stats of mobs are tweaked for the video, but not by much
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it's crazy to accidentally catch myself playing the game instead of playtesting
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cure potions are important guys #gamedev
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casually farming as a mage ☠️ #gamedev
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I like diagonal walls, before and after #gamdev
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okay this was easier than I thought it'd be
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