Paradnight Studio
@paradnight-studio.com
1-2 people indie game studio creating weird/horror games. Recently published 'The Nameless City' on Steam, a Lovecraft inspired adventure/walking sim game. You can play it here: https://store.steampowered.com/app/2987830/The_Nameless_City/
I want to create some test levels and mechanics for a proof of concept. Still some work to do for doing that, but not that much.
But before that I need to improve the performance in the real hardware, as loading levels makes the FPS go down to 15 🫠
But before that I need to improve the performance in the real hardware, as loading levels makes the FPS go down to 15 🫠
November 8, 2025 at 10:43 AM
I want to create some test levels and mechanics for a proof of concept. Still some work to do for doing that, but not that much.
But before that I need to improve the performance in the real hardware, as loading levels makes the FPS go down to 15 🫠
But before that I need to improve the performance in the real hardware, as loading levels makes the FPS go down to 15 🫠
Searching a tool for doing the maps took me quite some time too. I tried LDtk and it was cool, but I wanted each map to have different layers, and on LDtk the layers are global.
Then I moved to Tiled. This one worked better for the game as each map has its own layers.
Then I moved to Tiled. This one worked better for the game as each map has its own layers.
October 17, 2025 at 4:25 PM
Searching a tool for doing the maps took me quite some time too. I tried LDtk and it was cool, but I wanted each map to have different layers, and on LDtk the layers are global.
Then I moved to Tiled. This one worked better for the game as each map has its own layers.
Then I moved to Tiled. This one worked better for the game as each map has its own layers.
There's also VSCodium, a VSCode version without Microsoft's telemetry.
October 7, 2025 at 1:54 PM
There's also VSCodium, a VSCode version without Microsoft's telemetry.
It's not very useful to spend time doing unit testing for a mechanic that you don't know if it's going to work!
June 25, 2025 at 9:22 AM
It's not very useful to spend time doing unit testing for a mechanic that you don't know if it's going to work!