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Winterknave Games

@winterknavegames.bsky.social
43 followers 198 following 29 posts

Solo indie game developer. Allegedly.

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Winterknave Games @winterknavegames.bsky.social · 13/02/2025
I love style tricks like this.
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Winterknave Games @winterknavegames.bsky.social · 01/02/2025
That very awkward and dreadful feeling when you learned a bunch of new things and decide to optimize an ongoing project, but starting over is easier than fixing what's already there.
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Winterknave Games @winterknavegames.bsky.social · 29/01/2025
I don't intend to pursue game development as anything more than a hobby that can potentially turn into a small side hustle, and it doesn't need to be more than that. It can be important primarily as a form of artistic impression that encourages learning a diverse skillset.
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Winterknave Games @winterknavegames.bsky.social · 29/01/2025
This is my submission for GameJam 16. It started on January 17th 2025 and ends on January 31st 2025. The difference between these two games is $225 for FL Studio. itch.io/jam/pirate/r...
itch.io
Maliforge by Winterknave Games for Pirate Software - Game Jam 16
You are the Devilweapon, forged in the fires of Hell's Maliforge. Destroy all angels.
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Winterknave Games @winterknavegames.bsky.social · 29/01/2025
#gamedev #indiedev #solodev #gamejam This was my submission to @piratesoftware.live GameJam 15. It ran from July 17th 2024 to July 31st 2024. winterknave-games.itch.io/tenebraid
winterknave-games.itch.io
Tenebraid by Winterknave Games
In a duel of cunning and force, seize your opponent's magic as your own.
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Winterknave Games @winterknavegames.bsky.social · 18/01/2025
Someone please explain to me why Blender defaults to CPU rendering instead of the GPU.
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Winterknave Games @winterknavegames.bsky.social · 17/01/2025
I just learned you need to save the transformation in Blender before you export them into Godot if you want your gridmap tiles to display properly. Ctrl + a is the button. #protip #gamedev #indiedev #solodev #godot
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Winterknave Games @winterknavegames.bsky.social · 16/01/2025
With the @piratesoftware.live #gamejam 16 around the corner, I'm thinking about my design objectives: - 3D - Character movement - Projectiles - Enemy with movement and attack AI that isn't glorified RNG - Status effects (I think they're neat to code) Aiming for 3+ across the scores.
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Winterknave Games @winterknavegames.bsky.social · 10/01/2025
I think I'm going to aim for the June Next Fest. I can probably have a working demo by February, but it won't have a high level of polish. The UI and Steam page are actually my main concerns. I don't expect to make a profit, but I want to make a strong first impression.
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Winterknave Games @winterknavegames.bsky.social · 31/12/2024
There, that's about 100 variables gone in exchange for a system that's easier to code and provides more intuitive gameplay. #gamedev #indiedev
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Winterknave Games @winterknavegames.bsky.social · 31/12/2024
Working on some backend math for citybuilder gameplay and wondering why I thought tracking building Expenses and Revenue separately seemed like a good idea when they can easily be combined into one variable. Also wondering how committed I am to sunk-cost fallacy.
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Winterknave Games @winterknavegames.bsky.social · 20/12/2024
I think if you map the triangles from the object/shadow corners, you could calculate the trigonometry and apply a shader based on the pixels' X,Y coordinates. As an added benefit, it'd let you change the angle of the light source and apply the shade to other objects inside the shadow.
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Winterknave Games @winterknavegames.bsky.social · 20/12/2024
Eh, why not? Solo dev working with Godot, FL Studio and some combination of Blender and Aseprite. First real project might possibly get a demo soon maybe eventually one day.
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Winterknave Games @winterknavegames.bsky.social · 16/12/2024
Already signed up. The timing's tight since I'm also working on a demo for Steam Next Fest, but I really want to see how much I've improved since Game Jam 15.
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Winterknave Games @winterknavegames.bsky.social · 16/12/2024
Had any interesting idea about coding temporary effects. Add a child node with a timer, arrays to identify affected building types, and variables. When the timer runs out, emits a signal to parent to child.queue_free() and recalculate stats. Very clean if it works. #godot #gamedev #indiedev
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Winterknave Games @winterknavegames.bsky.social · 15/12/2024
Building construction and basic stat calculations are done, and the UI is updating as needed without crashes. Looks like the basic mechanics are ready. The UI needs a few more features to facilitate testing, then I can start working on derived stats and the gameplay loop. #indiedev #gamedev #godot
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Winterknave Games @winterknavegames.bsky.social · 14/12/2024
There was a variable that wasn't updating.
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Winterknave Games @winterknavegames.bsky.social · 14/12/2024
Success: The basic UI can now build and change buildings. Failure: Building stats are not being calculated like they should be based on nearby buildings. Time to debug some Area3Ds and signals. #godot #gamdev #indiedev #indiegames
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Winterknave Games @winterknavegames.bsky.social · 12/12/2024
Project update: After scaling down the mechanics, the basic code for building construction is now done. The next step is to tweak the skeletal UI to test and debug as needed, then refine the math behind what those buildings do. #indiedev #gamedev #godot
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Winterknave Games @winterknavegames.bsky.social · 12/12/2024
I hope all that code I deleted was as redundant and inefficient as I thought it was.
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Winterknave Games @winterknavegames.bsky.social · 12/12/2024
Still struggling with the balance between complexity and functionality. I think the correct decision is to downscale further to focus more on the basic gameplay loop and provide players with additional options through secondary mechanics instead.
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Winterknave Games @winterknavegames.bsky.social · 05/12/2024
Assigning completely different stat effects to each specializations makes them more important. It also means that they're more difficult to write, more difficult to balance, and less intuitive for players. For practical reasons, it's going to need to be standardized a bit.
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Winterknave Games @winterknavegames.bsky.social · 05/12/2024
More game design thoughts. WKG1's city zones have three tiers of wealth, five industries, and four specializations (including the default). Since their effects interact with other zones according to their Wealth/Industry, that's 900 combinations of bonuses and penalties. #indiedev #gamdev
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Winterknave Games @winterknavegames.bsky.social · 04/12/2024
Effects originally changed Satisfaction, Efficiency, Security, Revenue, and Expenses, but since Revenue and Expenses make more sense as calculations of other factors, effects are now limited to Satisfaction/Efficiency/Security. This also helped to keep the scope reasonable.
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Winterknave Games @winterknavegames.bsky.social · 04/12/2024
After trying a few different approaches, determining effects by Wealth > Industry > Specialization and applying them to Wealth > Industry zoning seems like the most practical approach. It keeps specialization unique while keeping the scope of effects manageable.
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Winterknave Games @winterknavegames.bsky.social · 04/12/2024
In Project WKG-1, city zones affect other zones within an area. With three tiers of wealth, five industries, and four possible specializations per zone, this creates many combinations, so the concept has to be scaled down. #indiedev #gamedev
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Winterknave Games @winterknavegames.bsky.social · 03/12/2024
Yesterday, I worked on the basic functions needed to modify nodes. Now, I'm working on node types, effects, and ranges. The game is made with Godot, FL Studio, and Blender.
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Winterknave Games @winterknavegames.bsky.social · 03/12/2024
Project WKG1 is a cyberpunk citybuilder where players must build a city while managing wealth disparity and satisfying corporate demands. Neighbourhoods add bonuses and penalties to other neighbourhoods with an effect range depending on their purpose and wealth.
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Winterknave Games @winterknavegames.bsky.social · 03/12/2024
Now officially announcing Project WKG1, I guess. Professional video game developers give their projects cool codenames, but I prefer numbers. They're easier to keep track of.
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