𝐌𝐢𝐥𝐞𝐬𝐭𝐨𝐧𝐞 𝟏 𝐀𝐂𝐂𝐎𝐌𝐏𝐋𝐈𝐒𝐇𝐄𝐃! 🎉 After 7 months of coding during free time we can declare the first milestone reached! 😎 What was the goal? A simple childish desire of challenging the complexity of making a managerial game, the most loved ones! If it's not clear enough, this is a tech demo, developed by one person, you can understand why so many details in terms of assets and graphics 😜 What can do this tech demo? - 𝐏𝐫𝐨𝐜𝐞𝐝𝐮𝐫𝐚𝐥 𝐠𝐞𝐧𝐞𝐫𝐚𝐭𝐢𝐨𝐧 𝐨𝐟 𝐚 𝐰𝐨𝐫𝐥𝐝 𝐨𝐟 𝟓𝟎𝐱𝟓𝟎𝐱𝟏𝟐 cubes, ready for multiple strategy patterns (hills, plains, islands, mountains…) - 𝐃𝐲𝐧𝐚𝐦𝐢𝐜 𝐜𝐡𝐚𝐧𝐠𝐞𝐬 𝐨𝐟 𝐥𝐚𝐧𝐝 𝐭𝐨𝐩𝐨𝐥𝐨𝐠𝐲, adding, removing and rotating each single piece of the world if requested. - 𝐂𝐢𝐭𝐢𝐳𝐞𝐧𝐬 𝐬𝐩𝐚𝐰𝐧 𝐚𝐧𝐝 𝐢𝐧𝐭𝐞𝐫𝐚𝐜𝐭𝐢𝐨𝐧 𝐰𝐢𝐭𝐡 𝐭𝐡𝐞 𝐰𝐨𝐫𝐥𝐝, with navigability updated at runtime when topology changes, citizens can interact with the elements of the world - Buildings spawning, afflicting the world's navigability and with the basis of a classical economical loop (To expand in future with resources refining, but basis are there). - Save/Load of the current status of the world, resources, buildings and citizens The second milestone goals of this project will come in a while… Time now to enjoy the summer! 🌞 ⛱ #SkunkyFactory #DevDiary #SoloDev #IndieGame #IndieRevolution #IndieGameRenaissance
About us
Welcome to SkunkyFactory, a ReturnToIndie project by Sam1. What may seem like a leap in the dark is in truth a ‘planned’ leap in the dark, which is very different =) The prototype in development is the second iteration of an old idea that has been floating around for a few years. Our mission: to make a videogame by gamers for gamers. We dug into our libraries of titles, spent thousands of hours gaming and decided to look where the heart beats: city builders! But with so many champions and masters of the genre, no sir, we are not going to compete in their territory, we simply aim to create something new! Our approach is first and foremost to create a framework of possibilities, the true heart of the 2nd Technical Milestone, entirely oriented towards a single word, which also does a lot of design..... Multiplayer. Follow us, let us know, give us your feedback and opinions, here ladies and gentlemen, we are navigating a raging sea by sight!
- Website
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skunkyfactory.com
External link for SkunkyFactory
- Industry
- Computer Games
- Company size
- 2-10 employees
- Type
- Partnership
- Founded
- 2024
- Specialties
- indiegames, gaming, gamedevelop, gamedesign, and videogames
Updates
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We have two days before Xmas holidays, what do we do? New features? no too soon. New test and debug? no too late. Why don't we do a nice update of Unreal to 5.5? #SkunkyFactory 🦨 🙈 🙉 🙊 #GameDev #IndieGame #IndieRenaissance
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After a short pre-Christmas holiday, here we are again with another update on the hot topic of the moment: selectors. Time for the exclusive selector! Identifiable by the exclamation mark (or footprint some say). This selector identifies a resource selected by someone exclusively, no other player will be able to select the same resource. The idea is to create another mechanic that players can enjoy discussing ❤️ #SkunkyFactory 🦨👈🤼👉 #GameDev #IndieGame #IndieRenaissance
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So here is a small example of working selectors in multy, in this case the tile and citizen selectors. We like the idea of everybody seeing what the others are clicking... and maybe ask/ wonder why... a design choice aimed at putting the players themselves at the centre of the narrative. #SkunkyFactory 🦨👉🤼👈 #GameDev #IndieGame #IndieRenaissance
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Although there are a lot of features to be implemented, the development now returns to an old topic, selectors. Under selectors fall all those indications, arrows or highlights, which will serve to indicate what players are clicking on, be it tiles, buildings, inhabitants or resources, and bring out the storytelling between players. Boring? yes. Trivial? no. Essential? Obviously, they are essential also for testing. Now they will have to work with more players, more competing iterations, and colour =) #SkunkyFactory 🦨🔽⚠️⬇️ #GameDev #IndieGame #IndieRenaissance
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Happy Monday! We had an extra gif from the test, can you find the citizen dressed in yellow? Gaming even before working! Gaming Always! #SkunkyFactory 🦨🌻🌞😶🌫️ #GameDev #IndieGame #IndieRenaissance
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Despite the fact that posting at 04:02AM on a Saturday is not among the most suggested times by SocialMediaManagersExperticeClubSelfElected, we would like to give a few wise words to those who know the ancient language and who never sleep and in the dark live, may they fill your heart, with boundless joy... #SkunkyFactory 🦨🦨🦨🦨 #GameDev #IndieGame #IndieRenaissance
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It would seem that we are not so crazy in the path we have chosen 🤓🦨
CEO & Founder at coherence. Executive Producer & Co-founder at Jumpship. Ex-CEO & Co-founder of PLAYDEAD (Executive producer on LIMBO/INSIDE).
What if we could make multiplayer games truly unforgettable… by focusing on emotions and storytelling? This question has driven me since my journey with Playdead, where I was part of creating the iconic single player experiences LIMBO and INSIDE. Through those projects, I discovered one truth: emotions and storytelling are at the heart of memorable experiences. But what if we could take this emotional power even further by sharing it with others? This vision inspired me to create coherence. My goal? To empower developers to reimagine multiplayer gaming. Here’s what shaped that vision: 1. The Human Connection Revolution We’re more online than ever, yet real connection feels harder to find. Multiplayer games can fill that gap, creating shared moments that deepen relationships and bring people together in powerful ways. 2. Empowering Developers’ Creativity Just as tools like Unity and Unreal Engine have unlocked endless creative possibilities, coherence aims to make multiplayer development accessible to all developers not just programmers. With intuitive tools, designers can bring bold new experiences to life. 3. Flexibility for Iteration Great games evolve through iteration, but traditional multiplayer frameworks force early, rigid decisions. coherence fits naturally into development workflows, freeing teams to focus on innovation while we handle the multiplayer complexities. 4. Extending Game Longevity Keeping multiplayer games alive is a huge challenge. coherence provides the flexible infrastructure needed to make games scalable and sustainable ensuring they remain commercially viable for years. coherence is about helping developers create games that connect us, inspire us, and last for generations. I’d love to hear from you: How will you see multiplayer gaming evolve in the next decade?
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We are still maturing from the feedback gathered from the first real multiplayer test and from the meetings at Gamesweek... So we'll talk about something else (absolutely not ironic😏...) Have you noticed the recent transformation of Linkedin into more and more something like Facebook or X? We don't want to miss out on such a phenomenal, beautiful and intellectually useful trend for work (or job hunting), which is why today we invite you to take a holiday and celebrate Bruce Lee! It's LinkedIn telling you to! Happy Birthday Bruce Lee! PS did you know that Bruce Lee wanted to major in philosophy before choosing martial arts? #SkunkyFactory 🦨🏋️
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https://lnkd.in/exTfB-g Tomorrow Saturday 22 November we will be at Gamesweek in Milan all day! Send us a private message to meet up! Domani Sabato 22 Novembre saremo alla Gamesweek di Milano tutto il giorno!! Mandateci un messaggio in privato per incontrarci! #SkunkyFactory 🦨 🍻 🦨🍻 🦨🍻 🦨 #GameDev #IndieGame #IndieRenaissance