Discover and read the best of Twitter Threads about #IndieDevHour

Most recents (9)

I wrote a completely custom shader for relighting a flat 2D background image in Unity. All realtime lighting in the environment are hand painted: the shadows and the moving light #indiedevhour
the texture passes Image
The shaders are getting rather complicated as I needed to redo the URP lighting math completely custom on unlit shaders.
Read 6 tweets
Hey #IndieDevHour! 👋

Today I added dithering to the Pixel-Light 💡 shader for #BoneToPix

Mini-tutorial below 👇🧵

#GameDev #IndieDev #PixelArt #UnityTips
Previous thread with the start of the tutorial for per-texel cell lighting:

The main trick for this one is doing a 1:1 mapping of texels in our main texture to texels in the dithering lookup

Then bring it into the [-1,1] range and scale it.
The sampled offset is used in the CellLookup

Make sure your dithering lookup is set to wrapped for this to work Image
Read 4 tweets
For #indiedevhour I'm sharing some findings on everyone's least favorite topic: marketing. Specifically, on Imgur. Many devs ignore Imgur, as I did until seeing @DavidWehle's GDU content, but I’ve been testing it and I have some data that might convince you to give it a go!

1/
Before I share numbers, understand that none of this is meant to sound like bragging! I don't enjoy marketing, I'm not good at it, I don't think I'm a guru or anything like that, it's just important and I've had a little bit of success recently that I believe is reproducible.

2/
First, one big difference between Imgur/Twitter is people on Imgur don't really follow eachother. This is actually great, because every post starts on a level playing field, with just as much chance to make it to the top.

You don't need to build a following to be seen.

3/
Read 18 tweets
Every 3 months I like to look at the top selling Steam games to see what the trends in Capsule design are. #indiedev #indiedevhour This is what I found 🧵🧵🧵👇👇👇👇
Clouds are so hot right now. Which is a nice thing. If you don't have the budget for a huge complicated piece of art, just throw some clouds behind your main character!
Last quarter guns were all on the diagonal. However, it seems this quarter, guns up (Except you Rocket Arena and Squad, get the message)!
Read 9 tweets
Attention #gamedev and #indiedevhour lets talk about game genres and sales potential on Steam. Look at this chart. This is what genres the Steam player desires (oooh desire😍💦) Thread about this ...... 🔽🔽🔽 (1/10)
That graph came from devs sending me the num wishlists they got during the Steam Summer Festival. I crossreferenced that to genres. This thread is not how we should market-test every idea and all ditch our dreams to make the same genre. I just want you to know the odds:(2/10)
Knowing the odds will give you some sanity. It will tell you if you are in a risky category so you can tailor your expectations/development. It can tell you if it is wise to invest more in a game or cut features and see how it performs before spending another 6 mo on it.(3/10)
Read 11 tweets
Hello everybody, today i'll be posting a thread on the creative process of our latest game. This thread will contain spoilers so if you haven't play the game yet i suggest you do it first.

thisisbapts.itch.io/victor-and-the…

#indiedevhour #gamedev #IndieGameDev
First, I'd like to mention that the game was made during a game jam that lasted 4 days. This is the reason why the workflow can look a bit messy ; we had absolutely no time and had to create an entire universe, with a story, props, characters and textures, in only four days.
First we randomly picked a theme between these, it was a rather open theme so we had to narrow our ideas down, we made a mind map and ended up with a specific type of game based on riddles. From there @Nescience_1 came up with a story and we started working.
Read 20 tweets
Inspired by @itshannahflynn's excellent AdventureX talk - twitch.tv/videos/5028820… - I thought I'd start a thread on practical indie game marketing things you can do RIGHT NOW that will take ten minutes or less. [THREAD]
@itshannahflynn 1. Write a quick email to your subscribers, informing them of the latest updates in development.
@itshannahflynn 2. Have a browse of Steam's 'upcoming' list to see if there are any similar games coming out soon, then consider what they're doing well, and what you could do better.
Read 29 tweets
🌿 In this thread I will show what Post-Processing effects were added to Floppy Disk 💾 and how they were made.

If you don’t know what “Floppy Disk“ is you can take a look at the video below 👇

Let’s go!
#Unity #Indiedev #indiedevhour

First of all, what I’m referring to when I talk about Post-Processing 📽️?

“Post-processing in videogames refers to filters or effects that affect the camera’s image buffer before the image appears on the screen 🖥️.”

You might be familiar with Anti-aliasing, Bloom, Motion Blur.
For Floppy Disk 💾 I decided to divide the post-processing techniques in two categories:

🔸Filters: Created using custom shaders and scripts 📄.
🔸Profiles: Created using Unity build-in “Post-processing Profile” assets 📂.
Read 27 tweets
Hey #indiedevhour! We wanted to do a little series on assembling characters in Shores Unknown. This week we'll talk about general setup and character material. With screens & gifs!
But first, here's a gif of Birgit, because she's cool and owns an inn.
#gamedev #indiedev #lowpoly
Among the goals we had early on, one was to have as few repeatable, reused characters as possible in the game.

Pictured: one of the two debug "preview" levels where we test our freshly assembled dudes and dudettes.
Inside the project in #ue4 we use a data table we call CharacterStatics which is used to store every unique character look. Right now, about half-way into completing the main story content of the game, we're sitting at 223 entries in this table.
Read 14 tweets

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