Billy Bob | Developing Tales From Outer Space
banner
jagermannjensen.bsky.social
Billy Bob | Developing Tales From Outer Space
@jagermannjensen.bsky.social
Unity/UE/Godot Developer, "Artist", "Human". In that order.
Currently working on Tales From Outer Space.

I teach Computer Science.

Steam-> https://store.steampowered.com/app/5146360/Tales_From_Outer_Space/
Pinned
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.
Pardon the quality. This is the same planet with the hologram overlayed for improvements/resources. It's a 'simple' compute shader to calculate a byte mask to determine the height of the terrain, 'free' after calculated.

#Godot #IndieGame #GameDev #ScreenshotSaturday
September 13, 2026 at 3:30 AM
Added rivers, deltas, polar caps, and city lights around electrical grids built by the player. I'll have one more today showing off a compute shader for determining valid locations for ocean based [oil rigs] and land based [farms, etc.] improvements

#Godot #GameDev #IndieGame #ScreenshotSaturday
September 13, 2026 at 1:58 AM
Seeing as a axial tilt is now solidified, might as well add some rings to gas giants. The texture is a LUT for the rings of Saturn, not stylized yet... maybe have to parameterize the radii more, this planet looks like a certified chode. As always, 2D

#Godot #GameDev #IndieGame
September 8, 2026 at 2:27 AM
Actually it might be better to show a gas giant and it's rings so you can see what the axial tilt is bringing to the table. As always, entirely 2D

#Godot #GameDev #IndieGame
September 1, 2026 at 10:21 PM
A good outcome of my failed MODE7 is the axial tilt for a 3D perspective in 2D. It allows pitch instead of just roll/yaw (spinning CW or L>R). Works well for placing things on the surface. Hemispheric weather? no...

Steam Page is live, but based off months old build...

#Godot #GameDev #IndieGame
September 1, 2026 at 9:36 PM
Steam Page is live tmw but I'm still adding some new features. I wasn't planning on letting players select locations for improvements. That will lead to numerous maps for (resources, efficacy, power grid, etc). but here we are... I'll frickin do it

This took too much work...

#GodotEngine #IndieDev
August 31, 2026 at 2:21 AM
Well, as I await Steam's approval of the store page I guess I'll post the capsule art I spent the past week designing and reveal the title.

I was aiming for crappy Saturday morning cartoon canceled after 1 season. I might've nailed it.

#ScreenshotSaturday #IndieGame #IndieDev
August 22, 2026 at 5:11 PM
3 wood-cleaner tasting IPAs' in, I've got a vintage PPE for the story points about how Earth was destroyed. I would've more to show but spent the week on a MODE7 implementation that succeeded (it worked) but failed (doo-doo).
#Godot #IndieDev #GameDev #ScreenshotSaturday
August 16, 2026 at 1:45 AM
Wanted to do more, but the day is done. I converted all full-screen menus to curved floating + context menus. There's ~100 points of data to attach now

Plus the intro to the military advisor: Heath Pegsmen.. yes, it's satire... but like Civ+Tropico #RTS

#GodotEngine #IndieDev #ScreenshotSaturday
August 9, 2026 at 2:24 AM
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
July 25, 2026 at 6:41 PM
On the struggle bus with UI. This is the first attempt in two weeks I don't actively hate. It's difficult to keep the cartoon aesthetic without becoming a parody of itself

This is my litmus test. If I don't regret posting tomorrow, it's a keeper

#Godot #indiedev #gamedev
June 11, 2026 at 2:55 AM
Showing off procedural UI elements today. Happy with the speech balloons - they'll be floating around, "kindly" telling the player they're doing bad.

Tmw is: Donut, Line, and Area charts, radial progress bar, and breadcrumbs. Steam page in ~2 weeks, mvp in 1.5 months.

#indiedev #godot #gamedev
May 30, 2026 at 3:44 AM
0 progress for UI this past week, BUT 7500+ lines towards the scripter. I was having flashbacks to 15+ thousand lines in xaml files like a decade ago... TY Godot for having it built in.

Rough video showing squiggly UI, but gotta stay relevant can't post nothing

#indiedev #gamedev #Godot
May 27, 2026 at 4:09 AM
Is #ScreenshotSaturday a thing? Everything is just indie devs advertising to indie devs.. Oh well, when in Rome

I picked out a few planets from the base game seen. I've got it limited to ~4k planets for my own sanity, but there here are some good ones, I'll omit the bad ones

#gamedev #indiedev
May 16, 2026 at 3:07 PM
I think the worst part of interaction on social media (besides me despising all forms) is how empty and pointless connections feel.

Like communication is always the other person looking for what they can get. I miss making actual connections in university or working on teams
May 16, 2026 at 2:07 PM
Trying to hide scene loads with these tiny, cartoon-y transitions. Really digging the Futurama/R&M style so the whip-pan and warp drive kinda fit.

Next to finish the UI so the actual game data makes it to your retinas

#gamedev #godot #indiegame
May 15, 2026 at 6:59 PM
And now for my least favorite part of game development.... UI/UX.

I'm working on a visual scripter for this game as well, but I can't seem to find a good flow with it. Think Tropico/Factorio in space.

#Godot #indiedev
May 10, 2026 at 11:12 PM
Alright one more, just an image though. Compression really doesn't do it justice.

Just uuuh... imagine the stars twinkling, fluctuating size, and rotating
May 5, 2026 at 1:44 AM
In honor of Star Wars day... Stars. more specifically, fake convolution bloom in the shader so they get a nice little twinkle to them.

This one was hard haha.

#Godot #indiedev
May 4, 2026 at 11:17 PM
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's for back. UV offsets control pitch and yaw

#Godot #indiedev
May 3, 2026 at 5:27 PM
Annnnd here is that same 2D planet being controlled by input. Seamless, repeatable, kind of fun to mess with UVs this much. Next is keeping track of structures on the surface, and creating the other side of the planet for the backside of the hologram.

#Godot #indiedev
May 3, 2026 at 4:30 AM
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
May 3, 2026 at 3:33 AM
Small changes -> big differences.

Kaliset out; Simplex in. 4 star layers and shader parallax using voronoi distance. Movement will be similar to Starfield instead of a grid. Maybe a poisson point process to place systems. And some Rick and Morty purple/greens are pleasing.

#Godot #indiedev
April 28, 2026 at 4:14 AM
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. Time to pan textures and add cotton candy colors in desperation

#Godot #indiedev
April 27, 2026 at 12:52 AM
I've been sleeping on Godot since the 3.x days! The engine has a buttery smooth 2D-Renderer.

I'm revisiting a pixel art project from a decade ago while teaching a class and forgot how god awful it is to do procedural shaders but satisfying to get results!

0 samplers...

#godot #indiedev
April 25, 2026 at 12:38 AM