Hi there :) It has been a while but I have finally found some time to make a new video.
A comment or subscription would be super cool.
https://t.co/rCOjyDQYgc
#skybornchronicles#indiegame#UnrealEngine
About two years ago I tried to start a #indiegame project as a solo dev.. only to totally underestimate the effort and ending up a way to big scope..
Now, I am thinking about starting all over again - with a smaller project. The question to answer is: #unrealengine or #godot? ๐
Let me know why you choose any option. I have around 10 years of software engineering experience and some in UE from the last project. UE always felt a bit too complicated for my taste and it felt like I was learning an engine within the engine with the Lyra example.
https://t.co/a1k9IiB5Pgโฆ
The Zelda Twilight Princess decompilation project called "Dusk" has been released.
I cannot wait to play this on android with the #aynthor which was also shown in the trailer.
@evilentity Looks really good and more immersive. I hate AGR games where the vehicles just turn without much roll, looks kinda unrealistic and stiff without ๐ ๐
Giveaway time!
We are giving away 5 Steam keys for The Expanse: Osiris Reborn Beta, which will start on April 22!
Follow us, like, repost, and comment to participate!
We will announce the winners on April 21.
Please keep your DMs open, so we can reach you if you win!
Promised to ship before the movie so...
๐ 53 days
๐ค 731 vibe coded commits
โก๏ธ Powered by @threejs
๐ Inspired by a space plumber
๐โโ๏ธ AMA, no secrets, no shame
High level, grouped list of what's in this game:
Galaxy DNA
- Lumas
- Star Bits
- Spin attack with air boost + ground-cancel
- Galaxy gravity
- Octoombas
- Gateway Galaxy music track
Vibe Coding Process
- Claude Code (Opus) for ~95% of all code
- CLAUDE.md project instructions file (163 lines of rules + constraints)
- 87 implementation plans written before coding
- 36 AI code reviews (ECS, architecture, performance)
- 11 retrospectives after major features
- 60 extracted skills (reusable knowledge from debugging sessions)
- Constraints doc that grows every time something breaks (115 lines)
- /lets-build workflow: discovery โ plan โ review โ implement โ verify
- Every feature: plan first, review the plan, then build in atomic commits
- Custom level construction CLI (AI-assisted placement)
- this evolved over 53 days
Architecture
- Custom ECS engine (Structure-of-Arrays, zero-alloc hot paths)
- Benchmarks faster than bitECS on packed iteration
- 117 ECS systems orchestrated in explicit update order
- Data-oriented Process system (sequential/parallel composition)
- 30+ process types: UI animations, camera arcs, sfx
Rendering
- Three.js + Pixi.js sharing one WebGL2 context
- Three renders 3D, Pixi renders UI โ no extra canvases
- Half-res bloom, color grading, occlusion silhouettes
- Fresnel rim lighting + hemisphere ambient for Galaxy-style polish
Physics
- Rapier3D WASM physics (SIMD build)
- Kinematic character controllers for player + all enemies
Gravity
- Galaxy-style gravity fields (walk around surfaces)
- 4 gravity field types
- Priority-based gravity resolution with distance tiebreakers
- Convex hull letter platforms with per-face gravity
- Spring-damped gravity transitions
Shadows
- Multi-pass gravity-aware shadow system
- Per-instance shadow filtering via vertex shader attributes
- InstancedMesh candidates promoted across gravity fields
- Dynamic frustum sized from camera FOV each frame
Camera
- camera system with 12 critically damped springs
- Follow-gravity mode (trailing orbit in tangent plane)
- Fixed-up mode (screen stays level on letter platforms)
- Top-down mode (Galaxy overhead cam, roll-free quaternion)
- Camera collision via 4-direction spherecast repulsion
- Override blend system for boss fights + pipe travel
- Catmull-Rom spline intro flythrough with per-waypoint duration
Space
- Procedural space nebula (simplex noise shader, 3 octaves)
- 1,800 seeded stars with per-star brightness + color variety
- Galaxy-authentic palette across all screens
Enemies
- 5 enemy types with full AI state machines
- Goomba, Koopa, Spiny, Bob-omb, Octoomba
- 3D distance โ FOV cone โ LOS raycast detection pipeline
- Editor-placed OBB avoidance zones with deflection hysteresis
- Recoil, stun, shell, fuse, and ranged attack behaviors
Boss Fight
- Bowser Jr. boss fight
- Multi-phase combat with Bob-omb spawning
- Controlled intro/outro sequence
Mario
- Galaxy-style spin attack
- Rainbow diamond particle burst (InstancedMesh, 64 pool)
- Hit-stop with global time scale freeze + camera shake
- Air boost, ground-cancel, shell kick at extended range
- Invulnerability frames during active spin
Yoshi
- mount/ride system with shield HP
- +3 extra HP ring on mount, damage depletes shield first
- Overflow damage carries to Mario
- Forced dismount on shield break with poof effect
Objects
- Coin system with InstancedMesh rendering (256 max)
- Per-instance opacity via shader patching
- Pop โ float โ shrink โ fade collection animation
- Swap-and-pop O(1) entity removal
- Star bit burst spawning with attraction system
- Pipe warp travel with camera override blend
- Parallel-transported screen-right vector during crossfade
- Shadow field updates for traveling entities
- trampoline
- 3D assets from Hello Mario Framework (now archived) and game rips
Audio
- 17+ wired sound effects with spatial audio
- Bob-omb fuse sound: per-entity lifecycle, looping playback tracking
- Distance-based volume for poof and explosion effects
UI
- Odyssey-style ring HP meter with shield inner ring
- Number roll + arc lerp stagger on health changes
- Gold coin counter HUD
- Loading screen with code-split fast first paint
- Pretext layout flow in "legal" screen with retro Mario
Controls
- Mobile touch controls: virtual joystick + A/B buttons
- Proportional analog stick with walk/run speed switching
- Gamepad support: Xbox, PlayStation, Switch Pro
- Dead zones, auto-reconnect, synthetic DOM key bridge
Dev Tooling
- experimental CLI level construction tool with undo history
- 18 placement types with type-safe defaults
- Atomic file writes, auto-backup (max 20), live reload
- Dev server auto-save plugin for visual editor
- Two-panel debug editor (Tweakpane)
- Hierarchy + inspector with gravity field live editing
- Translation/rotation gizmos with gravity-relative local space
- Per-waypoint camera preview for intro spline tuning
731 commits. 53 days. 95%+ vibe coded.
Unreal Tournament 2004 is now available for free thanks to its fan community, and they've even updated the game for modern PCs: 'This is the first public patch for Unreal Tournament 2004 in over 20 years' https://t.co/PLKp7emKaD
Unreal Tournament 2004 is now available for free.
...well, I mean, you probably could've grabbed a GOG offline installer out the back of a truck earlier, but NOW it's Official/Legal and has the in-development community patch built in for ongoing support. https://t.co/CmHiqslJuT
I included Depth of field, does my game looks AAA now ? ๐๏ธ๐๏ธ
It's now been a full week in Godot with zero prior game engine experience,
And now it's got sound, joystick + gamepad support ๐ฎ.
For my fellow Three.js devs, let me explain why it's great.
#indiegamedev#gamedev