Boz
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boz-float.itch.io
Boz
@boz-float.itch.io
Freelance technical game designer. Has made over 20 games. Hire me! https://caseyweeks.com
Thing of the Day™️
We've got round goals and round difficulty increases and selling stuff now!
August 26, 2025 at 4:30 AM
Thing of the Day™️
After all the planning and groundwork and refactoring:
* The store system is in!
* Can drag and drop items between inventory slots
* Can drag items to buy to your inventory
August 25, 2025 at 5:06 AM
**Thing of the Day™️**
* Big refactor to create item system version 3 to shore up some of the annoyances from the second version
* Implemented two new items to test the architecture and expanded the architecture to support them

Next Up: More items to test/expand the architecture.
August 15, 2025 at 5:24 AM
August 10, 2025 at 7:14 PM
There's now a money label and a tally for earning money at the end of the round that resets if you lose
August 10, 2025 at 9:09 AM
* Targets now do a little spawn animation instead of pop into existence
* Set up a system for certain targets to make them spawn after destroying X number of targets that seemed unfair advantage to put on a probability because it could help a lucky player immensely
August 8, 2025 at 7:37 AM
Thing of the Day™️
* Fixed some problems with pausing by making a script specifically for managing time
* Added a round goal and denote if you hit it by the end of the timer
* Spent a couple of hours planning the project

Almost able to get to the "here's where it gets weird" part
August 6, 2025 at 5:42 AM
Refactored start behavior to be triggered by a "Round Start" event and then used that to set a start and end screen. Also refactored handling of cursor locking and pausing to provide an infrastructure for more screens.
August 5, 2025 at 5:09 PM
Added hitscan aim (feels amazingly more accurate) and added a damage bonus based on how close to the center of the target you shoot.
July 29, 2025 at 2:49 PM
July 25, 2025 at 5:18 AM
Various experiments and fiddlings today
July 24, 2025 at 5:47 AM
Test toon shader on the walls where I've customized 12 thresholds of color for different levels of shadow, with an outline post process on top from flatkit. And then the pink cubes are using the deformation shader with basic unity lighting.
July 24, 2025 at 5:45 AM
July 18, 2025 at 2:23 PM
July 18, 2025 at 2:23 PM
Good enough environment lighting for prototype vibes: flat kit shader for the walls and distributed some colored point lights around the world.

Also decided to test out arranging the world more like Neon White. I like the idea of rapid movement through an FPS environment with quick draw targeting.
July 18, 2025 at 2:22 PM
New movement mechanic?
July 11, 2025 at 2:56 AM
Cubes swap to a new material on death that animates being destroyed by dropping the faces off the cube. Created the world out of these cubes.
June 17, 2025 at 7:56 AM
Tried some subdivision stuff but it created a giant white fog around the block and turned the block itself black. Cool effect, at least. I'll re-approach this one later.
June 17, 2025 at 7:55 AM
With a vertex shader the cubes can now deform slightly when being shot.
June 17, 2025 at 7:54 AM
Not much time today so quick cube flash added.

Basically a coroutine with a while loop on a timer swapping between two colors on the material. If the coroutine is still playing when you hit the cube again it just resets the timer without restarting the coroutine.
June 13, 2025 at 4:57 AM
I made the 100% size for damage numbers based on the highest number seen so far, indicated by orange text. Normal numbers get smaller over time as crits come in.

Size is mapped along an exponential animation curve: 100% is highest number seen to minimum size of 25% of full size.
June 12, 2025 at 4:30 AM
The numbers were hard to see because they kept going inside the models, so I gave them their own camera. And then I gave them their own physics so they could knock each other out of the way and bounce on the floor.
June 10, 2025 at 4:54 PM
I just had the realization that I played and beat the original Zelda on NES the year it was released, when it was a brand new triple AAA game and I was 4 years old, without any help.

One of my client's games right now is for an age range of 3 to 5 and I suddenly understand the audience waaay more.
May 19, 2025 at 11:51 PM
Jan 8 - Draw one million of something.

Dropping frames like crazy, but hit 1 mil.

genuary.art
#genuary5 #genuary #genuary2025
January 8, 2025 at 7:31 AM
Isometric Art (No vanishing points)
genuary.art

#genuary5 #genuary #genuary2025
January 6, 2025 at 6:07 AM