Upside down man developing an imsim with a level editor in his spare time

Joined November 2019
326 Photos and videos
Pinned Tweet
I finally got a #Steam page up! ETOS is an immersive sim focused on exploration, world and system interaction, and making pacifist gameplay fun for the average person If any of that sounds interesting to you, consider wishlisting! #gamedev #indiegame #immersivesim
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Mab - Working on ETOS retweeted
My first YouTube video is out, made with love for my fellow imsim enjoyers and fans of Arkane & Wolfeye. Like and share are greatly appreciated, link below! ⬇️
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Please nightdive the level design is not sacred please redo the thieves guild and mage towers from scratch please
The Keepers call to you now… will you answer them? No longer a secret, Thief: The Dark Project Remastered returns!
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Mab - Working on ETOS retweeted
AUTOMATON HEART IS HERE You can play it on Steam. Journey through a set of eclectic locales while managing your organs and switching between three characters.
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Mab - Working on ETOS retweeted
Proud of this one - ladder climbing mechanic with one hand aiming for secondary weapons
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Text meshing test for a sign maker in my level editor
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Had to spend some time overhauling my entire ui to allow for localization Incredibly boring and tedious but necessary work Highly recommend doing this kinda thing BEFORE you make a bajillion ui elements
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Also overhauled all the ui elements visually by swapping from text to textmeshpro Again, very boring, very necessary, very much shouldve happened sooner
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I chose to start developing my own imsim because i had a game idea that i thought would be great and came to the conclusion that even if someone else had the same idea no rational business oriented company would ever make it but i still wanted it to exist so
A terrible terrible one but most indie immersive sim developers never factored in the economy hehe
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Mab - Working on ETOS retweeted
My game about fishing has a new playtest! Play it here - store.steampowered.com/app/3…
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Mab - Working on ETOS retweeted
vitvitDRIVER 3D - a janky arcade delivery driving game. 5.99$ USD, with a 10% off launch discount :) thank you all for the support thus far OUT NOW, link below
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Tagging materials with what theyre supposed to be made of is now a thing In unity, a material only has data about how it looks, not what its made of My materials do, and is automatically tagging the objects that use it, so the game knows "this is wood, play wood foot sounds"
Replying to @hobbenhood
Haven’t done yet but yea tagging different materials with what they’re supposed to be made of (wood, metal, concrete, etc) will be a thing That way I can do accurate footstep sounds among other things (wooden props will be destructible, metallic objects are grappling points etc)
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"I've played plenty of games that had different footstep sounds, if materials in games dont do this by default then how did they do that" They tagged the objects manually, it sucks
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Added a "move shape" function to my games level editor Lets you move the floor shapes from one room to another, allowing you to quickly and easily remodel the layout of a level And gave me an excuse to make a big funny arrow
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Mab - Working on ETOS retweeted
FUNI RACCOON GAME OUT NOW
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Mab - Working on ETOS retweeted
Mar 13
The 10hit demo is out now. You getter go play it.
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So much of my time on this level editor is now just hooking up my code to the buttons and textboxes that past me gleefully threw around this ui Anyway, the material editor panel is now fully working
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Go Play Spectra. Now.
Beautiful risings, gamers Spectra demo is out RIGHT NOW
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Mab - Working on ETOS retweeted
🚨ATTENTION GAMERS:🚨 Spectra demo THIS THURSDAY MARCH 5 wishlist in replies👇
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Objects inside a cutout now have scaling and anchoring options! you can either have them locked to an edge/center or have them scale when the cutout gets scaled and when stretching goes too far you can set them to array oh and you can now rotate cutouts
Added scaling and nine slicing to the cutouts! Nine slicing is a scaling method that preserves the size of corners and stretches everything else, allowing for the edges of shapes to be preserved Ive only ever seen this used for sprites, unsure if its been attempted elsewhere?
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