Same Bangkok corner, twice: blocks first, paint last.
We lay out a neighborhood under an elevated railway in IsoBlock, our open-source tool. Image models then paint on a structure they can't move. Two-person studio, still WIP.
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@kenzie__games Thanks! It's still early, so we're holding most gameplay talk for later. The game leans more toward a cozy slice of life than optimizing, so people will wander in from every corner of the street, each bringing their own little story.
A chunk of our Bangkok street, built in blocks this week: a sky train over the canal, a crossing, and a canal-side walk.
Layout first, look later. Everything here is placeholder art while we lock the space.
#screenshotsaturday#gamedev#indiedev#isometric
@AndreiaVisual Building a cozy forest game on your own C++ engine is seriously impressive, and a pond that freezes over is such a nice way to make the same spot feel new each season
@holofortgame A clip every day as a two-person team is real dedication, and the little campfire with two seats in the middle of the fort already feels like where the crew would hang out after a shift.
@corhoonx Thanks! That bridge is why we needed heights on lanes in the first place, so boats underneath and traffic on top sort the right way. Still testing it.
Our Bangkok street scene has boats under a canal bridge, an elevated train, and a 20° camera.
IsoBlock v0.12.0 adds what that needed: heights for objects and lanes, camera angles, and roof cutaways so you can see underneath.
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Repo (MIT): https://t.co/Z2XURyrTqr
One scene file for people and AI agents — checks layout rules (14/14 pass here) and exports to Godot 4 and image-gen boxes.
@CoffeeBrewerX Making guests the goal instead of coins fits a café game so much better, and the "Dried?" / "Fresh roast?" bubbles sell it. We also keep structure in data and code and paint on top, so it's fun to watch a whole island grow that way.
@HerobeatStudios Throwing enemies into the lava gives players a reason to read the map, not just the enemies. And that glowing lava against the dark purple ground really pops.
@CoffeeBrewerX Dropping the free packs so the island stops looking like a lot of other games is the right call, and one shared kit is what makes every hut feel like the same place. We keep our street's layout as data too and let the image models paint on top.