Sometimes gamedev
Obsesses over projects
Not great at doing either
Current focus is Psychonauts


Psychonauts reverse engineering/modding blog
jillcrungus.com/projects/psychonauts/blog/
Mastodon, slightly less seldom used
mastodon.gamedev.place/@jill

This one's pretty high on the "shit I might actually finish at some point" list.

A big roadblock for me has always been... basically all the non-programming parts of gamedev. Mainly art assets. I don't have the money to buy or commission assets and free stuff usually doesn't fit my needs. As such a lot of my projects get stuck if there's some part of them that absolutely needs an art asset because I simply cannot do that. Something like a fighting game for example would be impossible for me to even prototype because such a game is so deeply reliant on some level of models/animation being present.

HouseGame's an attempt to compensate for that. All the textures are drawn by me in Krita and while they're simplistic and don't look great, that works as part of the game's general style.

This game certainly wouldn't be anything grand, the plan for gameplay is very simplistic and inane, but it is very achievable.


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