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DistractedMOSFET

distractedmosfet@mastodon.gamedev.place

<p>Wanna-be indie dev, currently working on Noirmancer, a super-powered stealth game in a nor-enfused mega-metropolis. <a href="https://store.steampowered.com/app/3674590/Noirmancer/" target="_blank" rel="nofollow noopener" translate="no"><span class="invisible">https://</span><span class="ellipsis">store.steampowered.com/app/367</span><span class="invisible">4590/Noirmancer/</span></a></p>

Posts

  • Post #2934383

    Fans of games like Deus Ex, Thief, System Shock, Dishonored should check out the videos BawssSawss makes over on the youtube channel 2HeadedHero. Where he regularly covers news from the latest indie Immersive Sims. A scene that is *much* more active than most would realize and so having someone chronicling it is really valuable. In the most recent one he gives a breakdown on the demo for my game Noirmancer. Spoilers ahead if you&amp;#39;ve been meaning to hit that demo https://www.youtube.com/w...

  • Post #2934382

    Had a brain wave about an obscure way I should let players interact with buttons.

  • Post #2783281

    Doing some experiments with what I&amp;#39;ll call &amp;quot;interior outlines&amp;quot; in shadows. I already outline geometry edges (changes in depth, normal) in darkness, but there are times where it&amp;#39;d be useful to make out certain texture details in darkness too. Particularly relevant for my game is allowing you to better get a sense of character orientation in darkness. An interesting thing, that I should probably benchmark, is a random little supersampling trick I did (cont).

  • Post #2783280

    Random #GodotEngine tip: if you, like me, have perhaps too many Area3D&amp;#39;s in your scenes, consider turning off monitorable. Chances are you have areas as triggers to sense stuff, and not be sensed themselves. I found that turning off monitorable saved quite a bit of time in the &amp;quot;Find Collisions&amp;quot; step (You&amp;#39;ll see that listed in the Profiler). I&amp;#39;m sure there&amp;#39;ll be circumstances where this won&amp;#39;t help. Not having many areas being the obvious...

  • Post #2783279

    My sneaky document-stealing memory-erasing game Noirmancer is taking part in The ANZ Indie Fest, a virtual event celebrating indie games from Australia and New Zealand (Kiwi self-reporting). It starts with a showcase stream on Friday at 7:30pm AEST over on this youtube channel: https://www.youtube.com/@theindiebrew/ but Noirmancer is just taking part in the broader event, not the showcase. But tune in to see some Oceaniac indies!

  • Post #2783278

    Some Noirmancer coverage on RPS! https://www.rockpapershotgun.com/thief-dishonored-and-philip-marlowe-combine-in-noirmancer-a-stealth-sim-that-lets-you-wipe-minds-with-a-snap-of-your-fingers

  • Post #2783277

    I&amp;#39;m watching the ANZ Indie Showcase showing off some Aus+NZ indie games in 15 minutes https://www.youtube.com/watch?v=IihLc4hUboY (Disclaimer: my game is in the attached steam event, but not the showcase stream)

  • Post #770737

    I&amp;#39;m always impressed by the perspective-shifting powers of observing a playtest of your game. People talk about how you learn stuff because the tester will play differently from you, and that is true. But you also notice things that you ignored when you played it yourself. As an observer, your entire brain gets to focus on just noticing things that could be better, rather than attempting to play a game.

  • Post #770733

    Some Noirmancer coverage on french gaming news website @NoFrag! https://nofrag.com/noirmancer-un-concept-dinfiltration-prometteur-mais-encore-loin-detre-abouti/ If you&amp;#39;re a french-speaker who&amp;#39;d appreciate a regular source of FPS-centric game news, check them out :)

  • Post #475870

    Dropping a 2-4 hour Alpha demo for my Thief-inspired first-person-sneaker Noirmancer. Infiltrate a corporation using your supernatural sneaking abilities, steal their documents, deal devastating financial damage. https://distractedmosfet.itch.io/noirmancer-alpha-demo