> Godot
SilnikGameplay 2D, sceny, fizyka, narzędzia
5
lat doświadczenia
Niezależny twórca gier buduję Ultraviolet — neon-noir 2D action rogue-lite. Katana, rewolwer, tatuaże-pisma i miasto, które nie wie, co jest pod asfaltem.
Walka z duszą bijatyki: bloki, parry, combo, dashe. Progresja wbijana na skórze między biegami. Proceduralne misje, hub w klasztorze i długa droga przez pre-alpha.
Gdy nie wypycham buildów na itch, siedzę w Godocie — systemy, AI, generatory i feel skoku.
Neon-noir 2D action rogue-lite w Godocie. Pre-alpha na itch — walka, tatuaże, proceduralne mapy, bossy.
Ta strona — notatki z buildów i dom Ultraviolet.
The last build on this page was v0.4.6. Seven versions have happened since — so this one catches you up in a single pass, then gets into what this post is actually about: v0.4.1…
It's been a while since the last post here. v0.3.7 was the last build pushed to itch; eight versions happened since and none of them shipped here — so this build catches you up …
Four builds in one post, and only the first three change anything you can see. v0.3.3 gave you a boss and swings you could read. Since then the mission stopped being a corridor.
Two builds in one post. v0.3.1 put a referee between the enemies so a crowd fight could be read. These two make the enemies — and the boss — worth reading.
Short cycle, one change: the enemies know about each other now.
Longer gap than usual — five tagged builds since v0.2.0, rolled into one release here. The headline: missions are generated now. v0.2.0 had one handbuilt test corridor; v0.2.9 b…
v0.1.0 was the combat core and one corridor to clear. v0.2.0 builds the layer around the fight: the first progression systems, the first NPCs, a controller, a real jump. Still o…
This is the first public, playable build of Ultraviolet. One test level, the full movement and combat kit, none of the final presentation. A run takes about 5–15 minutes. The po…
Projektuję i wydaję 2D action rogue-lite w Godocie: walka, generowanie map, AI, ekonomia i publiczne buildy pre-alpha.
Solo — kod, design, tooling, releasy na itch i pętle playtestu.
> Godot
SilnikGameplay 2D, sceny, fizyka, narzędzia
5
lat doświadczenia
> GDScript
JęzykSystemy, AI, generatory, UI
5
lat doświadczenia
> Game design
DesignFeel walki, progresja, mapy
10
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> Procgen
SystemyGrafy pokoi, spawny, minimapy
3
lat doświadczenia
> Git / CI
ToolingReleasy, tagi, itch butler
15
lat doświadczenia
> Web
StronyAstro, static hosting, DNS
17
lat doświadczenia