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New devlog video: This week it's all about how I implemented the weeds in Home Grown #gamedev #devlog
The weeds system is almost finished now - here you can see them growing (they won't actually grow this fast!) and then being removed using the new garden hoe tool #gamedev
Implementing the weeding system this week! Weeds will pop-up in soil tiles over time and will need to be removed, otherwise they'll continue to spread and grow and have negative effects on your plants. Just set up the rendering so far- working on their life-cycles today. #gamedev
Working on the compost system basics this week! You can buy compost from the shop (or make your own, but I haven't implemented that yet), fill up your compost bin, then use a bucket and trowel to spread it around your plants. Different composts affect plants in different ways!
New devlog video for my farming game: This week I've been implementing the health system for the plants. #gamedev
Implementing the plant health system this week, so if you don't look after your plants (just watering for now, but other ways of caring for the plants coming soon!) the leaves go brown and they eventually die. #gamedev
Check out the latest devlog video about my farming game to see how I've been implementing the basic watering system: #gamedev
Adding the basic watering functionality to the game at the moment, and it's coming along well! Still lots to improve but the fundamentals are there. Next devlog video will be out this weekend :) #gamedev
Been adding support for entity selecting into the engine, using colour-picking. All working nicely! Now I can detect which entity the mouse cursor is over, which I'll be needing for the next features. #gamedev
"Will You Snail?" is OUT NOW! 🥳 An evil AI predicts your every move. Retweets are MANDATORY or the AI will get you!!! Play it on
Retweeted by ThinMatrix
Here's this week's devlog video, a day-in-the-life video showing how I implemented fruit-producing plants into my farming game: #gamedev
It's been another great couple of weeks of development on my new farming game! I've been implementing the shops as well as a few other things. Check out all the changes in the new devlog video: #gamedev
Finished work on the in-game shops and I've also been working on objects that you can place into the world from your inventory. New devlog coming on Friday! #gamedev
Work on the shops is coming along nicely - you can now sell your produce and use the money to buy more seeds and equipment! I need to add better options for choosing how many items to buy/sell, but otherwise it's all working well. #gamedev
Here's the first devlog video about my new farming game: The journey starts here! #gamedev
I've been making some changes to start off the year! Long story short, I'm working on a new smaller game this year - I decided the city-builder is just too ambitious for me right now. Long story long, watch this video:
New devlog video! This time we're having a detailed look at how I implemented the new features for the road system in my city-builder game: #gamedev
New "day in the life" devlog video!
The latest devlog video is out, showing how the activity system is implemented in my-city builder game, and how I used it to implement restaurants and gyms: #gamedev
New devlog video coming this evening!
Finished the activity system - the town is so much more alive now! The townspeople are now going to restaurants, sitting outside at cafes, exercising at the gym, etc. Devlog video on its way in the next couple of days! #gamedev
Surely a gold medal performance on the parallel bars!
Implementing an Activity System this week so that the townspeople can interact with buildings and objects in the town. Thought I'd get into the Olympic spirit and create an outdoor gym to test it out on! #gamedev #lowpoly
Back working on the game again! My operation last week went well and the subsequent lab results were all good too. Feeling happy and healthy again ^^
Sorry I've been gone for so long, I've been struggling with some health issues in the last months. I'm having another small operation next week, and if all goes to plan then that should be all I need. Hoping to get back to making content soon!
Last week of bug fixes and code tidying, then it's on to new gameplay features!
A few people mentioned after the last devlog that the car models weren't detailed enough when compared to the buildings, so I've upped their detail slightly. Do you think it's enough or should the car models be even more detailed?
Trying out a few different styles for the buildings - this one is meant to look like a cute low-poly English cottage! #gamedev #lowpoly
Basic save system finally up and running. Took me an embarrassingly long time to get it right, but I got there eventually! Working on some more interesting stuff now so new devlogs coming sooon 🙂#gamedevv3
It's been a while, but at long last I've made another devlog video for my city-builder game! #devlog You can watch it here: I'm planning to upload much more frequently in 2021!
Another cute little low-poly cafe for the game. Also I'm editing the next devlog at the moment, which will be out this weekend! #gamedev #lowpoly
Starting work on the save-game system this week, and getting some basic UI set up for it in the main menu. Still a work-in-progress of course, but it's a good start! #gamedev
Updated the way the foundations of buildings work, so they no longer always take up the full grid square. I now get to set their shape for each building, allowing for more space for gardens and greenery ^^ #gamedev
A couple of new low-poly buildings for the game :) Development has been going really well these last few weeks - lots of progress and there'll be a new devlog video coming soon! #gamedev #lowpoly
Sorry I've been gone so long without any updates; health worries and other personal issues took over my life for a while and I ended up taking a rather long break from game development. I'm back to work on the game now though and I hope to get back to making devlogs sooon (:
Slowly but surely the game is starting to come to life! In the past weeks I've been working on implementing cars and traffic and you can check out the progress in this week's devlog video: Plus, I introduce you to a special little someone ;) #gamedev
New devlog video tomorrow!
A cute new restaurant model for the city :) #gamedev #lowpoly
Smoothing out some of the rough edges of the vehicle system and added a slight animation for when a person gets in or out of a car #gamedev
It's still very rough around the edges but for the first time the people can now get in the cars and drive them! #gamedev #lowpoly
Work on the cars is progressing slowly but surely! They're now able to park nicely at the side of the road when they reach their destination. #gamedev #lowpoly
Here's how the cars are looking so far! Very basic movement right now and they have absolutely no regard for other cars or pedestrians yet - that's what I'll be working on next! #gamedev #lowpoly
Got a bit stuck in development hell for a while, redid the entity/pathfinding system a few times trying to find the perfect way to handle all the little edge-cases. Probably overthought it a bit! Anyway, all working very nicely now so I'm finally moving on to vehicles/traffic :)
A friend of mine is working with a team that are designing an amazing lunar habitat and have just launched a Kickstarter campaign to fund a 3 month test of the habitat in Greenland. If you're interested you can check out their Kickstarter page here:…
The devlogs are back, and hopefully for good this time! This week I show the entire process I went through to implement people and pathfinding into my city-builder game: #gamedev #devlog
New devlog video coming this evening about the process of implementing people and pathfinding! #gamedev
Pathfinding is working! Finally my little people can get around town on their own, sticking to the pavements like good citizens. Next up, cars and traffic! #gamedev #indiegame
Well, technically 18 nodes if you include the start and end node, which aren't shown here.
Just finished work on representing the road system as a network with the intersections as the nodes, to make life easier for the path-finding algorithm. So in this example the algorithm would only have to work with 16 nodes instead of all 400 road tiles #gamedev
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