Robert Panichpakdee 🦧
@rpanich.bsky.social
450 followers 140 following 500 posts
Solo dev Founder of Pay Artists Studios Roid Chimp-A fastpaced metroidvania, collect coins and punch enemies. Level-up and combine elemental powerups to become unstoppable! Buy it today! http://store.steampowered.com/app/3271860/ https://rpanichart.com
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So I think only the diagonals tessellate so far, but it’s good to get the general art direction and underground tile set logic sorted out.

#gamedev #pixelart #solodev #indiedev #indiegame #godot #TheUniverseOfDeath
Finishing up a cleanup phase and moving back into an expansion phase:

Working on underground tile sets, and thinking of how to implement the socketed weapons/ gem system.

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“The content of that image does not reflect the values”

Literally the point of a flag.
The old aiming art was too subtle, so I’ve made it more noticeable.

I also coded in colour changes in the menus so you know what’s changing in the inventory.

It also helped me find a whole buncha bugs hidden back there.

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Redone the ui! Shrunk the orbs, which seems simple, but in order to keep them pixel perfect, I had to spend the morning cleaning up the resized art.

Also greyed out the inventory/ skills menu to clarify what is selected.

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First test went well, but some early instructions were necessary:

I’ve made this UI element to explain some early game mechanics as well as for later game quests.

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Recorded unique sound effects for each items pick up, and drew some
unique skeleton spawning animations for the zombies and ghosts!

Made the minion skellys brighter than the enemy ones.

And general balancing and bugs.

#gamedev #pixelart #solodev #indiedev #indiegame #godot #TheUniverseOfDeath
I’ve finalised the inventory system and the roguelike system!

You unlock weapons and armour, and start with one each round, which you can also give to towers or (eventually) mercenaries.

Also balancing and squashing bugs

#gamedev #pixelart #solodev #indiedev #indiegame #godot #TheUniverseOfDeath
Thanks!

Oh that just displays the Controls for like 15 seconds when each round starts!

They’re also in the pause menu, but I found players won’t look, so I figured just putting it front and center at the start would help haha.
Thanks! They’re mostly hand done, and occasionally touching things up as particle effects or with code :)
Added static enemies that exist in the world, plus the ones that spawn and attack your town.

The loop is tower defence > build a strong enough city > explore the world Diablo style > return with loot to upgrade towers.

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Testing and debugging. Everything is looking happy for now!

Checklist to Demo is about 70% through!

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Added a corpse explosion to the tier 3 poison skill! Also coded in a system to keep track of/ limit the max number of skeletons.

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Reworking/ debugging some of the skills:

The rock elements now also trigger some of the other elements (plants here)

Spark bombs buffed, but randomised.

#gamedev #pixelart #solodev #indiedev #indiegame #godot #TheUniverseOfDeath
Doing final pass of all the skill level ups: the fire swords tier 3 creates burning patches that grow as you level up the skill.

The fire damage still comes from the tier 1 skill, so all skills continue to have value.

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Finished up all the weapons and armour! Sorting out some UI inconsistencies today.

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Skelly variants!

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Alright! All the armour and this characters weapons in! I should probably just do the remaining weapons while I’m here.

I also put up archery and melee targets! And drew some logs!

#gamedev #pixelart #solodev #indiedev #indiegame #godot #TheUniverseOfDeath
Thanks! I’m really trying to scratch that nostalgia itch :)
Thank you so much. Just keeping my nose to the grindstone haha