Ryan Miller
@ryanmiller.ca
1.6K followers 1.4K following 300 posts
Game Development Generalist Dad from Toronto 🎮 Technical Artist by day 🧑‍🎨💻 Managing Director of @ontariogametesters.com and very slow indie-dev after hours 🐌 ryanmiller.ca he/him
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I think you’re probably right. It was one of my favourite games this year, it’s just so charming!
Have you played Witch Spring R? I really liked it's handling of turn order and speed. Getting extra turns feels so good.
That sounds like a good way to do it! I was just struggling with that kind turn order stuff this morning and ended up using a gauge system because it was the only way I could think to make it dynamically update if speed changes in combat.
Looks pretty cool! 4v4 invites a lot of strategy.
Oh yeah definitely. I'd want to go into a game jam with a skeleton of a system like this already in place. In fact...that might be my motivation here. Were you doing local multiplayer or going into the nonsense that is online?
My preference forever seems to be:
- Desktop = Windows
- Handheld = Linux
- Laptop = MacOS
Sorry, the hardest part SO FAR! I'm sure worse things are ahead hahahahahah
The hardest part has been getting the speed -> turn order thing working. I wanted a system where if you have 10 speed and the enemy has 5, you get 2 turns for their 1. That's easy-ish, but when you have 10 speed and they have 7 it gets a bit tougher.
Making a turn based RPG battle system today. I've never made one more simple than just back and forth attack/health turns and wanted to give it a shot!! It's just text so far but it supports multiple combatants, turn order/amount from speed, and even a few enemy AI profiles.
Reposted by Ryan Miller
Installing windows fresh on a OnexPlayer device is a very bad time. Otherwise love this thing. Looks like I’m sticking to Bazzite.
Sure is. Careful or you’ll get me explaining the whole scheme.
I can’t think of anything better to do on a holiday apparently
My implementation has a big if statement for each corner 😓 but smarter people than I have used bitmasking to do this. Performance is more than fine with my way so I'm happy to leave it.
Realized today that it would be kind of trivial to make the tile editor work at runtime, so I did that. Should I do a level editor or is this just a horrible distraction??? Yes!!
Uhh wow that's pretty cool! And the cassette player mode??? 🤯
lol at the ferrite-less cores!! Wow.
"Ryan are you going to patch all your game jam games on your itch page?"

Uh, look over there - a bear!

**runs away**
Then of course I thought, oh, I need to patch Fossil Hunters too! But wait.. it was made with Unity 5.6.7 -- arguably the best Unity version of all time 🤣

So whatever, it's safe, it was always safe. Check it out too, why don't ya:

store.steampowered.com/app/690150/F...
Save 50% on Fossil Hunters on Steam
A casual action-adventure game about digging for fossils and building your own dinosaurs.
store.steampowered.com
Just patched Fire Tonight on Windows + MacOS to address the recent Unity vulnerability, which helped me remember about this game I made with Reptoid Games back in 2021! It still holds up as a great short+sweet little thing, and it's on sale for almost free.

store.steampowered.com/app/1188900/...
Save 80% on Fire Tonight on Steam
A narrative puzzle game about two people trying to find their way back together in a city on fire.
store.steampowered.com
Reposted by Ryan Miller
By baking data directly into a texture, through different channels, you can drive position, scale, and rotation of other elements, unlocking flexible, procedural control for unique effects with optimized performance #UnrealEngine #GameDev #VFX #RealtimeVFX
Reposted by Ryan Miller
A little rest for Shakra and Hornet

the hardest part of Silksong is deciding if I draw or play
I think indie studios wish that too, but it's hard to get dev kits right now unfortunately. I'm sure it'll come eventually!