Game developer, currently working on 'Tales From the Apocalypse' (Steam page coming soon, release Q4???).
This will become my own personal game dev blog whether I like it or not.
You either succeed on social media by being talented or attractive, so I intend to be funny.
Took a month off for R&R, birthdays, and FIFA. But now I'm back with some balls... metaballs. I'll post a video when I have the UI set up for changing filters. Right now it's hard-coded for dominant government class
#Godot#GameDev#IndieDev#ScreenshotSaturday
I... hate... UI... I can never be satisfied.
This is #11, I don't actively dislike it. If i don't regret posting this in two days, I'll stylize it and keep it
It fits aesthetically, feels like floating billboards in space
#Godot#indiedev#gamedev
Only thing to show today is speech bubbles. This little panel will grow as I make all the UI elements.
As with everything else, it is all procedural. If this pace keeps up there will be a Steam page in ~2 weeks, keeping in line with my 3-month goal
#indiedev#godot#gamdev
All week was work on the visual scripter for the game. But got some work in on a squiggly UI tonight so might as well show the very very rough version before bed.
#indiedev#gamedev#godot
For my personal first #ScreenshotSaturday, some planets generated with the default game seed i found (limited to ~4k planets spread ~1k systems). Very happy with the aesthetic and variation thus far.
Really digging the Futurama/R&M style I've got going. I'm still working through some cartoon-y whip-pan and warp transitions to hide the tiny load times. So far I'm pleased #gamedev#indeigame#Godot (sorry for hashtaags, I'm not a social media kind of guy)
Alright, time for UI/UX. I hate designing ui.
This game has quietly started taking shape in the form of Tropico/Factorio in space. A visual scripter is in the works for the NPC's logic but its reeeeal ugly right now.
#Godot#indiedev
Hopefully compression doesn't make it hard to see. But, in honor of Star Wars day, I made some cheap convolution (fake, in the shader itself) to give the stars a twinkling effect.
#Godot#indiedev
Back on that planet grind. Still entirely 2D, I'm pleased with the results so far.
For those interested, it is a single fBM noise algo, flipped on the x for the backface. Spherified UVs for front, dented UV for back. Offsets control pitch and yaw
#Godot#indiedev
bot haven
And here is that same topographical planet, still in 2D, reacting to mouse input. Easy enough to make everything tile and look fine, now to 'place' outposts dynamically on it
#Godot#indiedev
Working on 2D procedural topography. So far works phenomenally, rotates on any axis as if 3D. With 'fwidth()' it is SO crisp that I'm torn about pixelating it. Oh well, time to turn it into a hologram in the corner of the screen no one will look at
#Godot#indiedev
kaliset out, simple in.
4 parallax star iterations with some cartoon-esque purple/green. Soon a poisson point process to distribute systems in the clusters.
Planets 2D shaders with 3D faking are done but no systems yet.
#Godot#indiedev
Wanted to show off the kaliset in motion.
24 iterations is ~400 instructions. Stars are single 3D Grad.
UVs are floored at 512. I'd hoped to be happier with it, but the cluster's backgrounds are too empty.
Bluesky is more active than this bot haven
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Built in Godot 4.7, 0 samplers, all procedural pixel art. Working on a cluster and system view next. Math isn't mathing today brain hurts
0 samplers... kill me please
#godot#indiedev
When a survivor dies, they become a ghost!
I do like SG for its prototyping speed, but it still irks me I have to write a custom shader to do anything with the stencil buffer.
Using it lets me get the 'max' alpha while stacking transparent objects.
#indiedev#Unity#gamedev
Taking a break from gameplay to work on weather particles and sound effects.
It feels weird knowing this is playable already. Nearly everything was disabled for this video... besides the UFO (whoops)
Dev Discord in bio
#screenshotsaturday#indiedev#unity