#skydelivery
Another prop for Sky Delivery! Made this pump in Blender, then used Codex to animate it.

Pretty happy with the result. Next up: a water tower and a lookout tower.

#gamedev #indiedev #skydelivery
November 3, 2026 at 4:44 AM
Finished the grass LOD system! Voronoi noise and procedural normals keep distant grass looking dense, complete with wind movement. Fly closer, and 3D blades gradually fade in

#gamedev #indiedev #skydelivery
October 31, 2026 at 6:05 AM
Added cacti to Sky Delivery! The desert looks better, and I have yet another reason to fly dangerously low. Smashing through them is ridiculously satisfying.

#gamedev #indiedev #skydelivery
October 28, 2026 at 8:49 AM
I could watch these clouds dissolve all day.

The stars now rotate and shift with the time of year, too. They’re still randomly scattered, but I’ll add constellations later!

#gamedev #indiedev #skydelivery
October 25, 2026 at 5:53 AM
Sky Delivery now has days and nights!

I can set the mood for each mission, and I already love the idea of sending you out at night to return with the morning sun.

#gamedev #indiedev #skydelivery
October 21, 2026 at 4:21 AM
Sky Delivery finally has proper clouds!

They’re procedurally generated around the player and slowly drift through the world. Half a day of tweaking well spent.

#gamedev #indiedev #skydelivery
October 17, 2026 at 3:18 PM
Improved the crash physics! A wing hitting an obstacle no longer sends the whole aircraft spinning.

Losing a wing is still bad news, but crashes feel more realistic now.

#gamedev #indiedev #skydelivery
October 14, 2026 at 4:58 AM
Added destructible props!

You can smash through fences now, but your plane might not survive the shortcut.

#gamedev #indiedev #skydelivery
October 12, 2026 at 1:08 PM
Grass is finally in.

Still a bit sparse when flying low, but from above it helps the terrain look a lot more alive.

#gamedev #indiedev #skydelivery
October 12, 2026 at 12:10 PM
Recently added a forest to my flight simulator.

Flying between the birch trees feels amazing now. Very dangerous, very dramatic, very “I totally meant to do that.”

My piloting skills may still need a little work

#gamedev #indiedev #skydelivery
October 10, 2026 at 6:55 AM
One year of working on my flight simulator.

It’s been an incredible journey, and I’m starting to feel this passion project becoming something real.

Thank you for all the support.

#gamedev #indiedev #skydelivery
October 8, 2026 at 4:50 AM
One of the grass variants.

It looked incredibly stylish, but the shader was way too demanding, so I had to let it go.

Someday, I’ll have ridiculously beautiful grass.

#gamedev #indiedev #skydelivery
October 5, 2026 at 10:38 AM
Improved the hangar camera.

Players can now look around and zoom in. The walls are still pretty empty, but that part is fixable :)

Now I’m wondering if I should replace the cursor with a reticle for interactions. What do you think?

#gamedev #indiedev #skydelivery
October 4, 2026 at 5:16 AM
Added a forest to the game.

For now it’s just birch trees, but flying between them already feels great.

They’re intentionally oversized compared to the plane, since the pilots will be much smaller than humans.

#gamedev #indiedev #skydelivery
September 25, 2026 at 7:20 AM
Started building the first Sky Delivery world.

The terrain is handmade now, less realistic and more stylized.

It’s still small, around 10 × 10 km, but already has a few landmarks: mountains, hills, a gorge, and a volcano.

#gamedev #indiedev #skydelivery
September 23, 2026 at 3:19 PM
Added dynamic streaming for the terrain world.

The map can now be split into chunks and loaded around the player, which is exactly what a flight simulator needs.

#gamedev #indiedev #skydelivery
September 21, 2026 at 4:18 PM
Terrain is finally in.

Each WorldStream chunk now has its own Unity Terrain, connected seamlessly across the map.

Distant mountains are handled by a low-detail horizon mesh, so they’re visible before their chunks load.

#gamedev #indiedev #skydelivery
September 18, 2026 at 11:02 AM
I built a custom skybox with moving cirrus clouds.

Here’s the basic idea behind how it works.

#gamedev #indiedev #skydelivery
September 14, 2026 at 2:59 PM
Added my own sky to the game.

It has a gradient skybox, subtle cirrus clouds, and an HDR sun that always faces the camera.

Volumetric clouds are coming later, but even these light cirrus clouds already make the horizon feel nicer.

#gamedev #indiedev #skydelivery
September 11, 2026 at 10:57 AM
Damage system update.

The biplane’s wings no longer detach as two big sections: all four wings can now break off separately.

The old physics were much more toy-like. Now collisions actually matter.

#gamedev #indiedev #skydelivery
September 9, 2026 at 2:34 PM
The Scarlet Crane, where it belongs.

It’s less bulky than the prototype now, but still keeps a bit of chubbiness and just enough clumsy charm.

#gamedev #indiedev #skydelivery
September 7, 2026 at 7:38 AM
Let’s take a look at how the Scarlet Crane evolved.

At first, I wanted the game to be about toy planes, inspired by a tiny wooden plane I had as a kid.

That idea didn’t last, but the simple cartoon style stayed.

#gamedev #indiedev #skydelivery
September 4, 2026 at 12:52 PM
The Scarlet Crane is finally here.

After about 20 hours of work, this plane will replace the original placeholder biplane in the final game.

I really hope you’ll get to fly it someday.

#gamedev #indiedev #skydelivery
September 1, 2026 at 11:58 AM
Added rotation for inspectable items.

Currently works with photos and mission briefings, and should be useful later for collectibles.

#gamedev #indiedev #skydelivery
August 20, 2026 at 8:17 AM
Dynamic world streaming is in progress.

The map is now split into chunks, and only the areas around the player are loaded during flight.

#gamedev #indiedev #skydelivery
August 18, 2026 at 10:00 AM