I've implemented time-of-day, better atmospheric scattering, airglow so the night sky isn't pitch black, boosted ambient lighting in the dark, and carefully managed transitions.
Still missing an actual sun 🤦, moon, stars, and sunrise time stretching.
#GameDev #IndieDev
The result: an elevator.
I never planned to support any of this. I suspect this will be useful for quite a few other things, too.
Paths can be edited directly in the game’s built-in mesh editor.
#gamedev | #indiedev
www.youtube.com/watch?v=xWrk...
www.youtube.com/watch?v=xWrk...
Targets are currently simple points with a radius, but they’re represented in three ways: on the minimap, as a screen-space indicator, and as a 3D marker in the world.
A lot of steps just to tell the player where to go.
#gamedev | #indiedev
Now I’ve added “active references”: With that, referenced meshes can become their own entities, allowing them to move, rotate, and light up independently.
#gamedev | #indiedev
Technically I am using the same mechanism I use to mark objects without mesh rebuilding in general: Special marker meshes that get drawn only at certain pixels using stencil masks.
Technically I am using the same mechanism I use to mark objects without mesh rebuilding in general: Special marker meshes that get drawn only at certain pixels using stencil masks.
lisyarus.github.io/blog/posts/m...
lisyarus.github.io/blog/posts/m...
#indiedev #gamedev #indiegames
#indiedev #gamedev #indiegames
#kotlin
#kotlin
Learn about how and why I transformed my game's world from a tiny 200m patch to a mighty 100km island! 🔥
#gamedev #indiedev #indiegames #devlog
youtu.be/00f5GLnVtok
Learn about how and why I transformed my game's world from a tiny 200m patch to a mighty 100km island! 🔥
#gamedev #indiedev #indiegames #devlog
youtu.be/00f5GLnVtok
lisyarus.github.io/blog/posts/a...
lisyarus.github.io/blog/posts/a...
#kotlin
#kotlin