Frame of Mind

47 Followers
15 Following
126 Posts

a game of thoughts.

Frame of Mind is a brief and cozy narrative game that lets you discover a character trough thoughts and mementos they find while moving out of their parents home. It's an introspective game, meant share experiences of a neurodivergent peer group.

Made by @betalars
Part of @purpleSloth.
Beginning of polynormal games.

Diese Maßnahme wird mitfinanziert durch Steuermittel auf der Grundlage des vom sächsischen Landtag beschlossenen Haushaltes.

find us on itch.iohttps://purplesloth.itch.io/frame-of-mind
wishlist on steamhttps://store.steampowered.com/app/2515480/Frame_of_Mind__A_game_of_thoughts/
join our communityhttps://discord.gg/WjduEh4htP
polynormal gameshttps://www.polynormal.games/

So players wanted to manually crouch in our game. And we did not know if hold crouch or toggle crouch would be more intuitive.

So we did the reasonable thing and our player controller just deals with both. If you hold the crouch input for no longer than half a second we assume you're probably a toggler.  

Visit us on gitlab and follow us for more #ScopeCreep. 😅

https://gitlab.com/betalars/frame-of-mind/-/blob/5a937a9f1b51d17d6ee6a331c801fdec9b02599b/src/logic-scenes/player_controller/player_controller.gd

#Godot #GodotEngine #gamedev

"Using hand and feet" to comunicate with our new composer.

Blue circle is current revision, red circle is their style, yellow circle is the current soundtrack.

This was a huge challenge for me but I have faith that the next revision will be perfect.

By the way: sorry for leaving this account as quiet recently.

My home is still mastodon and I want it to be the place to get deep insights into the inner workings of our #godot project.

It's just that there was so little to post about because so much pf what I did was running in circles and doing company stuff instead of actual #development.

But yeah ... let's plan for more content in the upcoming weeks, because that would mean I am getting work done.
~ @betalars
https://bsky.app/profile/polynormalgames.bsky.social/post/3lvji67kh2k2f

Day two of #Steam #NextFest

Join us in creating sparkling shaders and ask us anything!

We will be showing off how we create shaders and textures in blender and also some of the dark magic that is shaders in Godot. prepare for minds to be blown and trains to be dipped into a river of time.

#godot #gamedev #vfx #blender

We will be live-streaming during next-fest on #steam. Yes the fact that steam has a streaming-service built in also was news to us.

During this stream, I will probably mostly work on a subway car in #blender

https://store.steampowered.com/news/app/2515480/view/544485372295383518?l=english
#gamedev #indiedev

We all know thoughts we didn't choose to have yet got lodged into our brains. Does burning them bring you closer to a better frame of mind?

#gamedev #shaders #vfx

To celebrate #pridemonth, we decided to rebrand our ... oh wait.

Sorry, my bad.

I almost forgot we've always been #queer

Our shader uses two vectors: the total amount of sloped movement and the total amount of horizontal movement our staircase must do to cross a given distance and height.

We then gradually increase both values to one as the stair moves up.

Using a lot of cosine, we also interpolate transitions where stairs will slide across each other to transition from a surface to a staircase.

Visualized is the difference in horizontal and sloped movement with pink and green.

Okay recently we discussed how to create an efficient escalator geometry, but what about animating it?

Of course you can always just send a bunch of stairs along a spine, but I didn't like that. First of all: a bunch of objects running on a loop seems like a bit of a hassle and also a waste of draw-calls.

So as I was expecting to do a lot of math anyways, I wanted to just do it properly.

https://mastodon.gamedev.place/@FrameOfMind/114059253644027389

#godot #techart #gamedev

Frame of Mind (@[email protected])

Attached: 1 image One thing that can escalate really quickly with #gamedev is #optimization: I am debating whether or not I should make this railing an asset with dedicated baked textures or use multiple materials and tiling textures. A big advantage of the separate materials is: Tiling Materials can be re-used and because they tile they need smaller textures for the same sharpness. A baked texture would save on geometry (thanks to normal maps) and draw-calls, when everything has the same material. #rendering

Gamedev Mastodon

So maybe because it is awesome and it runs #Linux, maybe because I actually used it as a development machine, but my goal was always for Frame of Mind to be verified on #SteamDeck.

So recently I talked to another #GameDev about it and they said getting verified was hard, as valve tests everything, even font size.

So to make sure I won't mess that up, I made sure to make myself a size template to illustrate the recommended and the absolute minimum text size valve lists:
https://partner.steamgames.com/doc/steamdeck/compat#DeckCompatibilityChecklist

Steam Deck Compatibility Review Process (Steamworks Documentation)