ditherdream - DitherDream
DitherDream

The game dev behind DitherDream and Tomorrow Forever!

74 posts

I'm Working On A Few Ways Of Detecting The Player...I Didn't Originally Mean For These To Be Terrifying,

I'm Working On A Few Ways Of Detecting The Player...I Didn't Originally Mean For These To Be Terrifying,

I'm working on a few ways of detecting the player...I didn't originally mean for these to be terrifying, but that’s just how the eyes wanted to be.

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More Posts from Ditherdream

2 years ago
How to Steal a Box in TOMORROW FOREVER Alpha.6
YouTube
Stealing a box off the back of a truck is about the simplest kind of theft, but it works into a wide variety of different systems. So here's

Ever wonder how to get your start in the wide world of spacecrime? Have a gander at our new instructional video, based on real gameplay!


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3 years ago
I Just Got Another Version Out To Playtesters And I'm Feeling Good About The Progress I'm Making. Skyjackers
I Just Got Another Version Out To Playtesters And I'm Feeling Good About The Progress I'm Making. Skyjackers
I Just Got Another Version Out To Playtesters And I'm Feeling Good About The Progress I'm Making. Skyjackers
I Just Got Another Version Out To Playtesters And I'm Feeling Good About The Progress I'm Making. Skyjackers
I Just Got Another Version Out To Playtesters And I'm Feeling Good About The Progress I'm Making. Skyjackers
I Just Got Another Version Out To Playtesters And I'm Feeling Good About The Progress I'm Making. Skyjackers
I Just Got Another Version Out To Playtesters And I'm Feeling Good About The Progress I'm Making. Skyjackers
I Just Got Another Version Out To Playtesters And I'm Feeling Good About The Progress I'm Making. Skyjackers

I just got another version out to playtesters and I'm feeling good about the progress I'm making. Skyjackers a.2 has a bunch of new stuff and some necessary refinements as well. It's just been really encouraging to see things coming together.

We're a long way from any kind of finish line, but by the end of the year the last of the big questions should be answered, and it just becomes about cranking out the game itself.

What's the last question?

Should Skyjackers be a fully co-op/singleplayer game? Or should it be elevated to the absurd height of becoming a sandboxy MMO?

Both have their costs, and both have their great benefits. Amazingly, both seem entirely possible, which is a great testament to the state of available technology. It's just a matter of figuring out which is best.


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4 years ago
Its Coming Together! This Is The System That I Hope To Use To Have Fully Destructible Space Ships, Space

It’s coming together! This is the system that I hope to use to have fully destructible space ships, space stations, and space mansions. This isn’t the final version by any means, but it’s always nice to have a proof of concept go smoothly.

It’s 4am, my pump up song is on loop, and I’m tearing increasingly intricate space stations apart with a debug gun and watching them collapse with increasing accuracy. Every hour makes things a bit more beautiful, and a bit more sophisticated.

And tomorrow, I don’t even need to get up early.

(And yes, I take time off and take care of myself, don’t worry. I’m just a night owl.)


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2 years ago

New Update is out! I kept at this one for a while, maybe longer than I needed to, but now you've got a ton of new stuff to see!

We got racing, we got big weird drone jammers, we got a new speeder thing! We got it all!

There's a ton of small changes too, and the multiplayer, while still a bit glitchy, is working dramatically better.

All in all, I'm really happy with this update, and I'd love to get your feedback on it. The next update will be properly public, but for now feel free to join the discord in the video description, you'll be able to find a download link there!


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4 years ago

If you're able to say without causing yourself problems, what's your game about? What's the pitch?

Hello! The basic idea is a sci-fi multiplayer heist, with an absolute pile of interesting abilities, and a focus on planning and improvisation over having big numbers. I’m focusing on building things to be as flexible, dynamic, and weird as possible, so players can bend the system to get interesting results.

Can’t disable an eye? Rewire it so it can’t lock the door!

Can’t avoid or destroy some turrets? Teleport between them and then back again to get them to shoot each other!

Can’t open a door? Activate the alarms, and skip past the defense drones as they pour through it!

Of course, very little of this is actually created so far, and nothing here should be read as a promise, but personally I’m feeling really good about things. I’m aiming to have a publicly playable version in a few months, and ideally I’ll keep developing and updating it for a couple of years.