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Items tagged with: gamedev
Just for fun, made my game's terrain generator produce circle and donut-shaped maps. Might be a nice settings for some fantasy-inspired playthrough!
The first craftable clothing item in the game: flower wreaths! Your villagers can cut wild flowers, craft the wreath, and decide to put it on! Clothing isn't just a 3D model anymore π
#gamedev #indiedev #indiegames
I've been debugging some stuff related to tree impostors and that's my life right now π
Doing some UI work today: replacing the naked hairless T-pose villager preview with a proper view which is zoomed on the face and has hair & clothing!
Added support for two entities to share the skeletal animation! This is needed for stuff like hair, clothing, and accessories.
There will be many different hair styles, but for now I just added two.
#indiedev #gamedev #indiegames
A timelapse of seasonal changes in my game from winter to summer and back. The actual pattern is unique to each generated map (e.g. this one has atypically large no-snow region in the south).
#indiedev #gamedev #indiegames
Finally fixed one annoying issue: tree trunks now don't wiggle & soft-deform under wind (left), instead they just tilt a bit (right) as a solid object, like solid objects do, y'know. Had to refactor my 3D model loading a bit to support this.
#indiedev #gamedev #indiegames
Oh no, the full dump of chicken components doens't fit on the screen π
One of the last things with swimming mechanic is to teach villagers that underwater stuff is basically unreachable for now
#indiedev #indiegames #gamedev
First Look: Svalinn, Heavy support frigate, and Its Repair drones
#Indiegame #gamedev #screenshotsaturday
My short game "Like a brick" is in the GMTK Game Jam 2026!
Play it here:
https://gheja.itch.io/like-a-brick
And if you're in the jam, could you rate it, too? And leave your game in a reply! Thanks!
https://itch.io/jam/gmtk-jam-2026/rate/4826673
#gamejam #gmtk #gmtkjam #gmtkjam2026 #godot #godotengine #gamedev
My friend an I participated in Kenney Jam 2026! The plan was to make a platformer with levels composed of musical notes. Due to a messy schedule we've only managed to publish a half-baked prototype, but at least we nailed the movement animations π
https://itch.io/jam/kenney-jam-2026/rate/4795524
#indiedev #indiegames #gamedev
Now the roads follow the grid! I'm basically rasterizing them to the square grid as lines and them post-process to turn corners into diagonal segments.
I've made a little browser game for my gf's birthday! It's somewhat like 2048 about a frog πΈ
At some point I'll have to choose a name for my game "studio" (of one person). This could significantly delay all other developments π
I'm planning to do a huge re-working of all systems related to resources, materials, hauling, logistics, etc soon, and one part of it is hauling several items at once. Look at these silly fellas moving a brick pile one brick at a time π
#indiedev #gamedev #indiegames
Aaaand yet another tree type! Its wood is pretty much useless, but they produce more sticks than other trees. Can you guess what tree it is? π
First tests with splatting cloud particles into a 1k texture and sampling it to generate the final clouds mesh. Particle sizes are intentionally small for testing, funny how they look like little pieces of dough π
#indiedev #gamedev #indiegames
River generation progress: fixed the "aqueducts" and weird mountain cutoffs, added occasional sand river banks. Still got a ton of issues to solve, though π
Added plots for seasonal temperature & precipitation over the selected point on the map (left side of the screen)! It's cool how some areas have +/- uniform precipitation while others have their true monsoon seasons. The temperature curve looks the same everywhere though...
#indiedev #gamedev #indiegames
OK, distraction project is over, I'm back to the village building game. Notice anything strange? I think my sun shader is subtly off... π
#indiedev #indiegames #gamedev
Aaaaalmost finished with the water stuff. Right now debugging why frustum culling, while working perfectly for the terrain chunks, fails for the water chunks...
#indiedev #gamedev #indiegames
I think the new chunk-based water simulation is almost done! Still need to deactivate stale chunks & update the lower LODs, but the base sim works perfectly now, integrated with water bodies created by the world generator.
One 16x16 water chunk takes ~3us to update, so I can update, say, 300 of these in under 1ms, which is pretty great. I was planning to optimize it further with SIMD, but I guess I'll postpone that a bit, it already runs fast enough.
#indiedev #indiegames #gamedev
I'm not 100% sure but there might be a tiny bug somewhere in here... Last time I checked pouring a bucket of water didn't create tsunami π
#indiedev #indiegames #gamedev
Sometimes when I'm working on the game it generates some crazy map and I get instantly distracted and just fly around enjoying it
Like look at this huge awesome bay, the entrace split in two by an island π€©
So I've finished a huge refactoring and everything works exactly as it did before and everything looks completely normal
#indiedev #gamedev #indiegames
I've been refactoring a lot in preparation to more work on the water system, and here's the state I'm at right now π
Sooo initially the idea was that stone paths and similar floorings make movement faster. Now I've noticed that moving on them is actually slower.
The thing is, I haven't even started implementing this mechanic yet... π€£
#indiedev #gamedev #indiegames
Finished refactoring water rendering to use the same chunk-based LOD system as the terrain, with frustum culling and async loading and stuff. No more missing chunks & holes & flickering, everything works smoothly! π₯°
#indiedev #gamedev #indiegames
My dynamic water system is currently somewhat independent of the large-scale water created at world generation, which leads to some fun stuff like creating a layer of water...underneath existing water π
#indiedev #gamedev #indiegames