Abdul retweeted
2 years of solo dev, now finally in your hands! My roguelike RTS Tabletop Tavern is now live 🍻
Build your army from scratch and command them across a brutal campaign on a charming tabletop battlefield.
Every future update is free. No paid DLC, ever.
there's still 3 days left to grab Terrain Paint Studio with a 30% discount (only $17.50) - I also have 2 free vouchers in exchange for a review of the asset on the asset store. Voucher will be first-come first-serve
assetstore.unity.com/package…
I released a new unity tool - it lets you paint on terrain in layers (like painting software), and hide/show layers individually. This is extremely powerful when combined with procedural painting assetstore.unity.com/package…
new tool update - a pain point I have with procedural generation is if I paint the terrain procedurally, but I want to add manual touches on top, I lose the manual touches the next time procedural painting runs. I added the ability to save/load manual touches
Been working on a tool that will procedurally apply terrain grass + flowers etc... using terrain textures and noise maps as rules. Also working on procedurally painting the terrain textures using rules (slope, height, etc...)
So I've been trying to figure out how to incentivize a player to use melee combat (as opposed to just using range) without making it feel forced. I've thought of a few ways to do this; limit arrow capacity, do more damage with melee... (continued in a thread)
One could argue that this is still forcing the player into melee, but it feels more natural than changing other game mechanics just to accommodate melee mode - in this case, the range mechanic itself is adjusted.
The player needs to at least get the charge bar to yellow to drop the miss rate down to 0% (getting to yellow currently takes 0.5 seconds). The idea is to keep the game fun, but add a mechanic that gives incentive to the player to switch to melee mode when an enemy gets close
So now, when doing range combat without charging, the player will miss 70% of the shots. Also, when charging the attack, the player is not able to move (I might change this to make the player move slowly). This gives the enemy to close the gap when the player is in range mode
Then I thought of adding the ability to charge the attacks (a mechanic I had a while ago, but removed). This (in my opinion) feels more natural. In real life, you have to draw a bow and aim it, which can take a few seconds (up to a few minutes even).
give enemies a way to close the range gap more easily. The problem with all of these approaches is they make it feel like you're forced to switch to melee for no good reason other than the game doesn't want you to stick to range.
hello friends. I haven't posted in a while (life has gotten busy), but I'm still making progress behind the scenes! here's a short clip. I'm mainly working on combat and a mini-boss. I spent a long time reworking combat and abilities and hopefully can start posting more often
Abdul retweeted
Israel has launched a billion dollar Islamophobia campaign, but don’t be scared:
this is Islam 🔽
Abdul retweeted
No matter who you are, Black, White, Brown, Jewish, Muslim, Christian, Hindu, or any other identity, this is a call to humanity.
A 5 year old child bleeding out, desperately pleading for help on a 911 call, while being fired upon 300 times is beyond unacceptable...
It’s a heart-wrenching tragedy that demands justice.
Hind Rajab’s life mattered, and her story must ignite change.
Share this EVERYWHERE.
Raise your voice.
Demand justice for Hind Rajab NOW.















