Remix.run Logo
auto 2 hours ago

Two months ago I went full time on my indie game after just under a year and a half of part time work. I’ve been prototyping in Godot for about 6 years now, and finally had a game that my business partner and I were really interested in and felt matched the current market desires. It’s cozy world builder, drawing inspiration for Sim City, Rollercoaster Tycoon, The Sims, with an aesthetic influence of Stardew Valley, Animal Crossing, and the like.

This was very much a passion project and an idea I’ve wanted to see alive for decades, and also let me explore some tech I wanted to get deeper on. I’m bullish on the the tighter integration of CPUs, GPU style cores, and shared memory. Our game, LocoMo, relies heavily of GPU processing of entities under the hood.

You can see me do a walkthrough of the current state of the game here: https://youtu.be/NbB0DCX8Pis?is=vGEw5oTMu_W9f-zT

phaser 2 hours ago | parent [-]

Loving the art style! I'm also bullish on the simulation games that can be created with newer architectures.

auto 2 hours ago | parent [-]

It’s such an untapped domain, and despite the consoles being more tightly integrated this generation, we’re still mostly using the horsepower for traditional AAA realism-focused graphics, as opposed to this whole new world of computation available.

Edit: Also, thank you! The game has evolved a ton over the last year and is really coming into its own stylistically, bit by bit.