magister Waldemar's Work | ContraWork by magister Waldemar
magister Waldemar

magister Waldemar

Making games and whatever else i get distracted by

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Followed by Benjamin C, Alexander M, and GALLERY L
Séance is a talking-board game. You ask questions and the glass slides under your hand to spell the answers. Every answer opens up new questions, and the board starts communicating with you: the candles dip when it pushes back, the flames burn blue and many other effects for you to discover. The idea is quite straightforward, and let’s say I borrowed it from a certain well-known creepy board game used to communicate with spirits. I tried to add lots of little details and flair to make it visually interesting. The candles flicker and their light plays on the pointer, and the sounds and atmosphere are finely tuned. I hope you enjoy it. Built with the Rive CLI and GPU Canvas. The scene is RML and Luau, written with a coding agent and built, previewed and tested from the terminal. Two WGSL shaders handle the candlelight, smoke, heat haze and frost, and the lens that magnifies the letter under the glass. Scripting, data binding and a state machine run the board, the questions and the controls. The story was carefully directed. In the end i even had to upgrade to RIve Cadet status to publish the 4 entries to this competition! Play: https://seance-q6ydaz.rive.to/?fit=contain (https://seance-q6ydaz.rive.to/?fit=contain)@rive_app #rivehalloweenchallenge:
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The Fogged Mirror I tried to come up with a real spooky game this time. The objective is simple: wipe the fog off the bathroom mirror, and if she shows up behind you... kill the lights as quick as you can. Then wait in the dark until the breathing stops. Wipe slowly, because rushing wakes her. Clear three reflections within two minutes to get out. Loosely based on the creature from The Ring. Sound on. Expect jumpscares! Drag on the mirror to wipe · Space or click the switch for the light · Esc to pause Made in Rive (Luau scripts and WGSL shaders for the fog, water and the creature); the bathroom was built and lit in Blender. I documented the development process at my website: https://www.sagitsoftware.com/projects/fogged-mirror/ Play at: https://fogged-mirror-oqtcfp.rive.to/?fit=contain (https://fogged-mirror-oqtcfp.rive.to/?fit=contain)
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Knock Knock 🎃 The town is overrun with monsters! And kids... sometimes they’re hard to tell apart. But it would be a sin to deny kids their well-earned trick-or-treat candy. Inspired by the classic Halloween tradition, I wanted to create a simple loop where you give candy to the kids and, hopefully, refuse any monster that tries to wriggle its way inside. You have tonight’s list, with a photo of every child who’s coming. Someone knocks and gives a name. Look through the peephole, switch on the porch light, wave, and compare them with the photo. A real child matches it exactly; a monster is always wrong in one way you can check, and later nights add signs like a shadow that won’t wave back. I made a full post detailing the process on my website: https://www.sagitsoftware.com/projects/knock-knock/ Built with the Rive CLI and GPU Canvas, plus Scripting, Data Binding and a State Machine: • Rive CLI: the whole scene is RML, written with a coding agent and built, previewed and tested from the terminal: 15 rule tests and 62 scripted playthroughs, each with its own capture. • GPU Canvas (WGSL): six shaders. They draw the porch under the lamp with 2.5D-lit characters and their shadows, raymarched ground mist that the porch posts and visitor cut shadows through, moths and leaves, the moon, and a fisheye peephole lens with colour fringing and breath that fogs the glass. • Scripting (Luau): the rules, the seeded nights and every cut-out character, drawn as vectors in script. • Data Binding and State Machine: a view model for the game and one for each visitor, and listeners that route every control into the game. Play it: https://knock-knock-t9a870.rive.to/?fit=contain @rive_app
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This is a game idea that has been knocking about in my to-do list for a long time, and the Rive Halloween challenge came at exactly the right time to finally make my ultimate pumpkin carving simulator. I took great care to balance a realistic look with stylized graphics, and to give players enough tools to express themselves without overwhelming them with a full-on sculpting suite. Built with both the Rive CLI and GPU Canvas. The scene is written in RML with a coding agent through the CLI, and three WGSL shaders render the 3D pumpkin: carved relief, cut walls, candlelight glowing through thin flesh, light shafts and smoke. Luau scripting runs the carving, undo and falling pieces, with data binding and a state machine driving the controls. I made a post on my own website detailing the creation of this game ! https://www.sagitsoftware.com/projects/hollow/
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