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https://brum.itch.io/tongue-action
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Claire Keane

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Aqua Utopia|海の底で記憶を紡ぐ
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if i look back, i am lost
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@brummerke
speedrun!
https://brum.itch.io/tongue-action

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New game demo! (playable in browser)
Just spent the last week prototyping this puzzle platformer game, give it a try!
You can download it for free on itch.io at https://brum.itch.io/tongue-action
Spell System!
So, a big part of Immortal Quest is the spell system. The idea is that you have 4 slots for spells and you find spells during the game to build your “hand”. So different players can have vastly different experiences based on their loadouts, which should lead to some interesting choices, will you stack up on offensive spells or balance it out with defensive spells? Quick cooldown spells or more powerful longer cooldown spells? Can’t wait to get to a playable version and start playtesting it, should be quite fun! :D
For that I wanted to program the spell system in a way that makes it very easy to create new spells and mantain the system without the whole thing becoming spaghetti code. I’ve mentioned it many times here before, but the ECS system described by Brian Bucklew in this talk seems to be the perfect way to go about it.
I implemented an “Actor” component for the players and enemies, and implemented a “Spell” component for the spells. Both can send events to “Pieces” that are under it. The spells have spell pieces and the actors have actor pieces. The events have a dictionary of parameters, and each piece can alter the parameters before sending it to the next one in the list. That way the player can say “Hey I want to send an attack with Damage 1”, and a piece in him that says he is enraged can say “Hey, this attack that the player wanted to send… let’s make it double damage, so damage = 2 ok?” and so on and so forth until all the pieces that wanted to have a say in that damage message have changed it. So the actual damage code doesn’t need to know about enraged, and all of the “enraged”-related code is all tidy and nice in its own little script.
This is how my spell object looks so far, I created only one piece so far, a Spawn Projectile piece. By selecting the SpellID it will pull the spell info directly from the Spell Database, you can’t really change the spell info here, only in the Spell Database itself. You can however edit the pieces. Ideally I’d set the pieces up in the google spreadsheet as well, but that will be a task for another day…
The Spawn Projectile piece I created is quite handy, I can have fairly different attacks just by changing the values in it. I made a little “Activate Spell” button for the inspector to be able to test the attacks faster. Since I’m thinking of being able to setup the pieces in the spreadsheets as well I’m making sure I don’t have to actually drag and drop anything in there, just selecting with “IDs” which would be regular strings in the spreadsheets.
I implemented the angle attacks which I programmed as a task of the day a couple of days ago, it looks pretty cool :D Made a bool to control whether to shoot in order or shuffle the order of shots.
Next few days should be building up new pieces for both the actor and the spells, so I can start tackling the individual spells one by one. I also need to make the system of actually picking up and assigning the spells to slots.
Going over the spell list I realized that the spells can be broken down into 3 main “base-pieces”:
Spawn Projectile (ex. Pew pew pew)
Spawn Object (ex. Summon Pet, Spawn Fire-wall)
Add Effect (ex. Heal, Freeze, Knockdown)
Add to Self
Add to specific Actor
Add to Actors in an area)
So next up should be the effect systems and creating the base-pieces for spawning actors and adding effects.
neat
Forgot to post this here!
I’ve been making nice progress on my stylized town. Here is a quick visual tour of the shaders i’ve made so far to enable this art style.
I’ll be publishing write-ups of the specific shaders on my patreon according to which ones people want to see.
oh SHIT

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Some high powered perks...
Implemented the 2 scenarios that can happen if the player dies:
If they have active lives, they respawn at the last checkpoint, If they have no lives, they’ll respawn in town (currently the main menu)
Testing some gameplay with perk stuffs! (60fps)
Remade perk UI to look like parchment. Also got perk drop/pickups working properly.
Halfway finished refactoring the UI, refactored pickup code as well so that now everything just reacts to the player looking at it, and the functionality is all handled on the item itself, then it’s piped back into the UI.

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Quick Update
I’m doing a lot of back-end work on setting up perks and other things related to progression, such as saving all sorts of data between play-sessions.. so my updates have been kind of lacking, but here are some things i am able to show off!
Full resolution UI
I reworked most of my UI for starters. Do note that these elements won’t be all visible at the same time, they’re all shown only in context. The HP bar is made entirely in shader (click for explanation). I will post a more detailed guide about how to make something like it on my patreon.
Also added a fully functioning options menu. Tell me if I’m missing anything important. (don’t mind the placeholder art in the background)
Perks
While perks give you bonuses, such as increased healing, stamina regeneration, attack speed, damage, health, etc., they also serve as your "lives” in the game. You can buy or find them, but if you “die”, one of them are uncharged randomly. You can charge them back up by exploring the dungeon and killing enemies to get their Essences, but if you die with 0 active perks, you get kicked back to town and the dungeon is reset. You also need these essences to progress though the game by opening soul doors, which serve as your biggest barriers to progressing through the game.
Enemies
I plan on having various types of fantasy enemies. They’re generally grouped into categories with other monsters that they can band up with. The reason for this is that fighting just one type of enemy becomes kind of easy, even if there are a dozen of them. Instead if you have just a few enemies with widely varying abilities, their skillsets create way more dynamic scenarios than just adding more of the same. Also huge thanks to @bronhitis-art for the concept arts! Hopefully i can figure out where to go with the actual enemy art in the game as soon as possible.
Patreon stuff
I’ve started a Patreon recently. I don’t have many posts up yet, but i plan on making some more tutorials regarding all sorts of 3d content creation. I think ill tackle tiling texture creation methods in Zbrush next.
Zbrush UI
Stylized character creation workflow (sculpt by Bronhitis)
New Demo!
Playable in browser, although i suggest just downloading it because it runs much better. Web versions can also have invisible/pink shader errors depending on the browser.
https://brum.itch.io/breakweapons
full changelog since the last public demo: https://brum.itch.io/breakweapons/devlog/20349/2018-jan1-demoday-changelog
Started adding some juice to heavy rigidbodies
Started implementing combat with a pokey boi

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Art progress
Art progress