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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!

#gamedev #indiedev #indiegames


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 πŸ˜…

#gamedev #indiedev #indiegames


I've been debugging some stuff related to tree impostors and that's my life right now 😭

#gamedev #indiedev #indiegames


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!

#indiedev #gamedev #indiegames


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 😭

#indiedev #gamedev #indiegames


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

The cover image of my game, "Like a brick". It is depicting a falling stick figure, a diving plane, and a brick as part of the title.


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 πŸ˜…

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.

#indiedev #gamedev #indiegames


I've made a little browser game for my gf's birthday! It's somewhat like 2048 about a frog 🐸

#indiedev #gamedev #indiegames

https://lisyarus.itch.io/la-frog


At some point I'll have to choose a name for my game "studio" (of one person). This could significantly delay all other developments πŸ˜…

#GameDev


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 😭

#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? 😊

#indiedev #gamedev #indiegames


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 πŸ˜…

#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 πŸ˜…

#indiedev #gamedev #indiegames


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... πŸ˜…

#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


So, that’s many new systems working in unison for a very simple player driven mission. However, of course, everything is robust to allow for a lot of fun later. Visually, many things are WIP, don’t worry.

#Indiegame #Precursor #Gamedev


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 πŸ˜…

#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 🀩

#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 πŸ˜…

#indiedev #gamedev #indiegames


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... 🀣

#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! πŸ₯°

#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 πŸ˜…

#indiedev #gamedev #indiegames

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