www.deadwinter.cc

canonhusbando said: Hey, I have a question regarding you're game dev posts. Will you be sharing your hitbox/hurtbox/alltheboxes process? I love seeing the thought processes involved with making those and fine tuning them and I'd love to see your ideas. Super looking forward to the game and I love the comic. Thanks!

Our hitbox/hurtbox data is extremely basic right now but there is a rhyme and reason to it and that would actually make a pretty good process post topic. We’re fleshing it out now to make it more good but we’ll definitely put a breakdown on startup, active, recovery frames and hit detection on the old to-do list!  

I wasn’t happy with the old first hit of the three-hit mop combo I had before (gif’d earlier in this tumblr) since it didn’t seem to fit the momentum of the combo and I also used a different cheatery animation trick to make it so I redesigned the first swing to match the combo and use the same hitbox data we presently have.  The old one was a poke with the mop head and the new one is a thump with the wood end of it. I think the combo looks way better this time and it’ll go straight into the next public iteration of our game

I wasn’t happy with the old first hit of the three-hit mop combo I had before (gif’d earlier in this tumblr) since it didn’t seem to fit the momentum of the combo and I also used a different cheatery animation trick to make it so I redesigned the first swing to match the combo and use the same hitbox data we presently have.  The old one was a poke with the mop head and the new one is a thump with the wood end of it. I think the combo looks way better this time and it’ll go straight into the next public iteration of our game

Patreon Update: Downloadable Game Version!!!

The weekly Patreon posts have gone up!  http://www.patreon.com/deadwinter This week’s art entry is a look at thumbnailing and pacing comic pages (with a look at how the next three comic pages will pan out) and our Beta-tier Games Patrons now have full access to our playable SPX demo!  We have two versions to play, the one we will be showcasing at SPX this weekend and an earlier, harder version of the game for patrons who want to brave a bigger challenge!

This is the first showcasing of an actual playable version of our game. It’s not close to final at all but it’s a proof of concept and a demonstration that we can actually build this game, it’s totally happening!

Thanks for your support!

1 week ago - 6
We’re gonna be at SPX next weekend so I made one of those maps like they do.  We’re at F6, you can come play a simple demo of our video game and try to win the high score!  You’ll also be able to download the playable SPX demo from our Patreon if you can’t make it out to Maryland.  Come see us, but take a circuitous route so you can see everything else SPX has to offer also, it’s a big show and my favorite of the year!

We’re gonna be at SPX next weekend so I made one of those maps like they do.  We’re at F6, you can come play a simple demo of our video game and try to win the high score!  You’ll also be able to download the playable SPX demo from our Patreon if you can’t make it out to Maryland.  Come see us, but take a circuitous route so you can see everything else SPX has to offer also, it’s a big show and my favorite of the year!

Good morning Friday friends!  The Patreon journals have updated again!  This week’s articles are an art post about drawing expressive hands and a game development log about collaborative practices between art and code. You can read the new posts here: http://www.patreon.com/deadwinter
Thanks for your support!

Good morning Friday friends!  The Patreon journals have updated again!  This week’s articles are an art post about drawing expressive hands and a game development log about collaborative practices between art and code. You can read the new posts here: http://www.patreon.com/deadwinter

Thanks for your support!

I played a lot of Doom when I was little, what can I say?

I played a lot of Doom when I was little, what can I say?

And that’s the end of that.

… I mean, that’s the end of the active game sprites we need for our playable mini-demo for next weekend.  I have to make some UI assets and clean up some of the older sprites I made but outside of that we’re near our first major milestone for our game!  I’m excited, if a little sore.

More zombs.  This makes for one complete zomb to make 99 complete zombs in the demo. I need to make UI assets and add some hitstun and falldown cycles to Lizzie and then we basically have a complete playable super-basic demo!  Yes.

Here’s some zombs I did for the demo we’re building.  I wanted the zombie to be kinda floppy in its animations and I got the idea for the walk cycle when my leg got numb in the bathroom, that’s a little behind-the-scenes creativity for you.

Idle, Walk and Hitstun mockups.

I shared this on my Twitter earlier but here’s the full character select screen for our game, trappings and all, so I thought I’d share it here as well.

I shared this on my Twitter earlier but here’s the full character select screen for our game, trappings and all, so I thought I’d share it here as well.