Joined April 2024
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A mere 85 days ago I decided I was going to try and write my own custom game engine from scratch. Might not look like much, but just got the first pass of point lights working and I'm loving how its all starting to come together. #gamedev #indiedev
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Analog Dream Dev retweeted
Gamedev inspiration strikes, even late at night. 🌕 Decided to set up a rudimentary player controller. Movement traces against terrain/entities flagged to be walkable. Able to move around and identify areas that still need help. This was a good look dev map but needs work.
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When you are making your own game engine and its the weekend đŸ”Ĩ
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Would you play a game that takes place here?
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I actually added some cga 4-color filters to my game engine to play around with that kind of look. Didn't end up going this route, but they still live as options in the editor.
Alley Cat feels exactly like some programmer had a wild late-night coding session on too much coffee (or whatever they had back then) and just let the surreal vibes flow. That limited 4-color palette (black, cyan/magenta, white) turns the whole thing into an LSD fever dream. Add to that the squeaky PC speaker sound and you got yourself a game! The gameplay loop itself is unhinged in the best way: You're Freddy the alley cat, jumping bins, dodging dogs, climbing fences, then breaking into people's apartments to knock over vases, eat fish, and court Felicia while Cupid shoots arrows at you. It's like the developer (Bill Williams, ) said why not, went full on "Frogger dating sim slapstick cartoon?" and then just shipped it. And serioulsy, why not? It's charming as hell and oddly hypnotic. I mean just look at those footprints on the floor, what a cute little detail.
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Retro Game Engine Update đŸ”Ĩ Been working on a glow effect for the viewport! Was quite tricky to get the way I wanted, but really pleased with the result. Gonna go revisit some older scenes and see how they feel with this applied to them now.
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Spent my lunch reworking the inspector window UI in my game engine. A cleaner stack that builds progressively in a natural well, and just overall cleanup. UI rework is now done....time to get back to the fun stuff!
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Reorganized my editor ui for Retro Game Engine. More intuitive and uniform, nice collapsible sections and logical grouping. Was worth the time to just have a cleaner experience when developing. Handy panels for content and tools, I'm excited 😅
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My game in editor vs in game....was a nice comparison because I've been really trying to have my editor represent the game as close as possible.
What does your game look like in editor vs in game? Here's mine!
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My goal today is to do a cleanup on Retro Game Engine's editor UI. Things kind of grew organically & there is some updates that would help make it easier to navigate. While I work on that, enjoy some retro vibes. This was 30 days ago, wild how much I've added even since then! 😅
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I now have a full architecture to support different projects in my game engine! Asset directories, file structure, lots of work just to then make sure everything didn't break after 😅 This step was needed to start the actual game vs prototyping in engine, so I'm excited! đŸ”Ĩ
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I dont usually ever post this kind of thing, but as a kid who grew up playing and loving games in the 90s and now solo-developing a custom game engine, this made my day. Thanks for the follow @PlayAcclaim!
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Just a normal night working inside my game engine. I love it. House is quite, screen is glowing. Adventure ahead.
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Starting to work on the engine/project architecture more as I get read to start making a game in my custom engine. First up, adding atomic save. This will prevent data corruption or partial modifications due to write failures. Nothing fancy to show, but saves should be safer!

ALT Microsoft Windows Save GIF

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Good morning! I'm building my own game engine from scratch, learning as I go! Inspired by the games I grew up playing in the 90s/ 2000s, I want to make something magical, an extension of how gaming impacted me. I've made some decent progress, but the best is still to come!
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Was a busy Monday and the day job kept me quite busy, but I did find some time early this morning and on my lunch break to work on finalizing the vert animation system in my game engine! The missing piece was a way to blend between different anim clips and now I have it!
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Waving to you from inside my game engine 🌊 Spent the day modifying the procedural wind system (vert animation) & creating a new wave system. Global controls per-entity controls as well. Should be good for water, lava, & other special effects like animated flags perhaps.
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Retro Game Engine Update đŸ”Ĩ Feeling a bit animated today 🙃 Decided to make this overview of the recent pipeline work I've been doing in my custom game engine to support vertex-driven animations! Nothing more than an OBJ and EXR to drive all this! đŸ¤¯ What do you think?
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When I was a kid I genuinely thought the people making these games were wizards. SimCity 2000, DK Country, FF7. How do you even make that? That feeling never left me. 30 years later I'm somehow building my own game engine. Still haven't gotten over it honestly. What game made you feel that way as a kid?
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How it feels when you learn how to make your own custom game engine and then finally figuring out an animation pipeline for it.
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