I got a good idea. You say not preventing the rituals causes the big entity to spawn. What if for the spawning of the entity once you get good at all this you make a red tornado form and then it picks up the corn and stalks from the field and goes around the undetailed body of the entity to add the vines, stalks, and cloth for the visual aspect to make the entity come together. And then to finish it off you make the tornado shrink and position itself on the head of the enemy to form that black hole vertex. This could be a really cool cutscene.
Wow, this looks incredible🤩! It's fascinating-and a bit daunting-to think that we're in the final stretch of game development before AI fully takes over. I feel like this is a moment we should truly appreciate. In a few years, AI will likely be so advanced that there will be ten times as many games, making it even harder for solo developers to stand out. Loving these devlogs-please keep them coming!
Thanks! Glad you're liking it! I was part of the small team (Creative Director) of Osiris: New Dawn, which released back in 2016. It was an open world space survival sim.
In terms of the idea - I spent lots of time thinking about it, really let it soak in. I also take lots of inspiration from a wide range of sources: books, life, art, science, and also movies. For concept art - both pieces were first takes. I like to just rough things in and am a big fan of Impressionist Art of the late 1800's. I like loose brush strokes and just space out on the image and let my hand/mind connection do its thing. I've learned not to beat myself up over not being very good at concept art. It's just for me; I'm not trying to get a job as a concept artist.
Amazing work so far!!
Great update! Always enjoy it when these pop up. Cool to see all the progress.
I got a good idea. You say not preventing the rituals causes the big entity to spawn. What if for the spawning of the entity once you get good at all this you make a red tornado form and then it picks up the corn and stalks from the field and goes around the undetailed body of the entity to add the vines, stalks, and cloth for the visual aspect to make the entity come together. And then to finish it off you make the tornado shrink and position itself on the head of the enemy to form that black hole vertex. This could be a really cool cutscene.
Loving these dev logs. The mix of you working on gameplay and art is great.
Give the ancient god antlers, antlers kick ass.
Wow, this looks incredible🤩! It's fascinating-and a bit daunting-to think that we're in the final stretch of game development before AI fully takes over. I feel like this is a moment we should truly appreciate. In a few years, AI will likely be so advanced that there will be ten times as many games, making it even harder for solo developers to stand out. Loving these devlogs-please keep them coming!
0:47 is this in California? It looks exactly like a place I know lol
Yep! Santa Rosa Plateau in So Cal. Is this the place you were thinking?
what's that #1 Steam game if we may ask? the corn game is turning out great!
Thanks! Glad you're liking it!
I was part of the small team (Creative Director) of Osiris: New Dawn, which released back in 2016. It was an open world space survival sim.
this is so cool, you have to do a tutorial
Finalising a concept as an indie dev is so hard for me. How do you do that ?
In terms of the idea - I spent lots of time thinking about it, really let it soak in. I also take lots of inspiration from a wide range of sources: books, life, art, science, and also movies.
For concept art - both pieces were first takes. I like to just rough things in and am a big fan of Impressionist Art of the late 1800's. I like loose brush strokes and just space out on the image and let my hand/mind connection do its thing. I've learned not to beat myself up over not being very good at concept art. It's just for me; I'm not trying to get a job as a concept artist.