@ZeusSocialHQ A lot really, this is my custom build of godot and I implemented parity with niagara (UE5), it can emit light, ribbons and a bunch of other cool stuff
@ZeusSocialHQ Easy enough, I'm getting the upstream features I care about and my brother, Niagara isn't even the coolest thing in it, I added brixelizer, hardware ray tracing, automatic exposure, a nanite-like LOD implementation. It's wild
@PL4YDigital Sharing the first trailer for Hollow Covenant (https://t.co/aJegRjTQsf)
A lot has changed since then and I hope to have a new one soon!
https://t.co/VUKlPStyyn
Enemy attack warnings have a new look 🔥
Ancient runes glow from deep cuts in carved stone slabs, with ethereal flames and smoke rising around the edges of the danger zone.
The designs reflect the foe you're facing: molten magma crosses, violet spectral circles, teal rune rings, scorched kiln brickwork, drowned stones and chitin plates. Boss attacks now carry more of their own character.
Here's a staged in-game showcase of four of the new styles.
#HollowCovenant #IndieGame
Such small details, but this is one of my favorite things in the game, the bards move around the tables where there are players seated, play the instruments on the rythm of the music and sing them (actually move their mouths) with lyrics on a text balloon. The musics themselves are also 🔥🔥 IMO
#HollowCovenant #indiegame #AI #music
Bootprints and wagon tracks with real depth ❄️
Boots and wagon wheels now carve into the surface of mud, leaving hollows that collect reflective standing water. Left and right boots leave properly mirrored prints, and wolves leave paw prints.
Our snow preview takes that further: deep footprints and wheel ruts push up powdery banks along their edges, and the sun casts shadows from those rims into the hollows.
The close-up shows the change from flat painted marks at the top to carved snow at the bottom. This is an in-engine preview; snow tracks aren't on a playable map yet.
#HollowCovenant #IndieGame
Cave exits finally look like a way out ☀️
• Leaving a cave used to mean walking toward a flat, washed-out white sheet. Now the exit opens through a rough rock arch onto real countryside: a grassy path, a misty valley, a treeline and hills under a bright sky. Warm daylight spills into the passage, dust drifts through the beam, and the view shifts as you walk up to it.
• Wagons, handcarts, crates and camp supplies were the wrong size, with one wagon barely reaching your hip. They're now built to true human scale, so they stand beside you the way the real thing would.
• Cleaner routes: clutter no longer pokes out into the paths you walk, the full-size wagon is parked against the wall instead of crowding the main route through Redoubt Hollow, and you can no longer walk straight through straw bedding.
The picture shows Redoubt Hollow's new exit and its wagon, each beside a knight in plate.
#HollowCovenant #IndieGame
@buluntus_dev I don't, I mean this one: https://t.co/0YW5RKHDpm
I've had great results with it, I also implemented LOD clustering to create a nanite-like implementation on my custom godot build, performance went through the roof
Once again, I decided to enhance my gamedev agentic workflows and created an orchestrator and workflows for the agents I have to save up on heavy token usage in a single one of them while using what they do best; Opus 5.5 for coding and visuals, Grok for grunt work, Codex for blender, Gemini for orchestrating them. The decisions on who does what are based on actual benchmarks instead of best guessing/feeling and so far it works great, saves me on extra usage and is overall faster
#HollowCovenant #ai #gamedev #MMORPG
Greywake has real mountains now 🏔️
• The crags and stone arch on Greywake's horizon looked more like a heap of boulders than mountains, so we replaced them. Snow-capped alpine ranges now rise to the north, east and west, with a second, paler range standing behind the first. Mist pools low in the valleys while the jagged peaks stay sharp against the sky. Tilt the camera up from the village to take in the whole skyline.
• The cliffs around the cave mouths in the Marches, Redoubt Hollow included, are solid rock now. Some were thin shells you could see into from the side or behind, and a stretched boulder covered hillside you could walk on, putting your camera inside the rock.
The picture shows the new northern range from the Vale, beyond a ruined arch.
#HollowCovenant #IndieGame
Someone asked me how I’ve been creating animations for Hollow Covenant. Up until now, I’d mostly been using a version of Hunyuan-Motion that I fine-tuned myself, but today I started using a new agentic workflow that produces better animations.
Basically, I color-code the parts of the mesh I want to animate, upload it to Seedance 2.5 as a reference, and generate a video of the animation. Then Opus 5.5 overlays the mesh onto the video frames and replicates the animation. It’s essentially motion capture without having to pay actors, and I’m getting the animations I want with much smoother motion.
Sharing this for anyone else who might find it useful. Don’t give up on your game. Find ways to make what you need with the resources you have.
#MMORPG #AI #HollowCovenant #indie #gamedev