@janorszulik.bsky.social
500 followers 6 following 110 posts
Developer of #Precursor.
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Hi, nowhere yet, still lot to do, there will be definitely link in bio once EGS store page is ready.
Bradley platoon ran into an unexpected encounter.

#Precursor #pixelart #screenshotsaturday
Two Stryker variants doing their job.

Now please excuse me while I get ready for some BF6.

#Precursor #pixelart #gamedev
Some Patriots might come in handy during an Alien Invasion... so, Patriots!

#Precursor #gamedev #pixelart
Hi! Nowhere yet, as soon as proper trailer is available I will make EGS page and link in bio.
One of the perks of working on Precursor. When I get annoyed with something, I can just blow stuff up Gta style.

#Precursor #screenshotsaturday #gamedev
No MP sadly, I will explain it in later posts, it's bit complex and best when it includes visual footage
Since I am still neck deep in player driven missions (I hope it will be half as fun to play with as it's hard to implement). Here is another unrelated short combat footage, early T2 hull vs some T1 platoon.

#Precursor #pixelart #indiegame
I am working on some massive changes related to Level generator to make zones semipersistent as always planned. So here is tiny Tier 1 combat footage in meantime.

Note: this hull shouldn't be able to pick up vehicle of this weight/size.

#pixelart #indiegame #Precursor
Honestly most of the time (with few exceptions) only variant that was viable for given letter at given resolution :D
Lot of work on mission system done - functionality, QoL, Gui. Short vid:

#pixelart #gui #precursor #indiegame
#screenshotsaturday #pixelart #gamedev
All vehicles now support full armor and module simulation. Unlike complex vehicles, modules don't provide specific functionality and aren’t destructible. They mainly act as weak points for armor pen projectiles, more than enough for this context.

#Indiegame #pixelart
Alright, asset pipeline now supports modules and directional armor values even for simple vehicles.

#Precursor #gamedev #indiedev #TechArt
Heavy beam subtype, slow charge up, slow tracking (especially when firing), better range, brutal dps and nice swirly effect as a bonus.

#Precursor #gamedev #vfx #screenshotsaturday
Well that's the trick, make fren, fren won't nuke you.
Even identical firing modes can have different subtypes. Rapid fire pulse trades range & control for higher DPS and tracking. They also scale differently.

#Precursor #gamedev #indiegame
Emitter crafting, holographic previews for modules, pinnable interactive tooltips, variable firing mode configurations, emitter stat scaling.

#Precursor #indiedev #pixelart
Updated equipment widget to properly reflect changes after decoupling modules from hull segments.

#Precursor #gamedev #indiedev
Crucible, modular material processing facility.

#Precursor #pixelart #indiedev #gamedev