I rejigged the Thunder Helix name entry screen to remove some blank space and include the supported button shortcuts for space and delete. I'm much happier with this design. #gamedev#solodev
Today I'm working through the whole front-end of Thunder Helix to add this button prompt bar along the bottom of the screen. Might take a while but it'll improve accessibility. #gamedev#solodev
ALT An image of the main menu of Thunder Helix. Along the bottom is new grey bar with help messages telling you what the game controller buttons do. Here it's A for select and B for exit game.
Experimenting with SDF subtraction to make more interesting rocks. Think I might write a "hot or not" front end to an RNG and then just spend an afternoon randomly judging rocks. #gamedev
Seems like at least half a dozen people have looked at my planet renders and seen MechWarrior π₯³ The thought of designing mechs is a little daunting (no-one ever got sued over mech designs right?) but it's definitely a project I'll consider in future. #gamedev#indiedev
Added a reflection by simply drawing the terrain upside down. By tweaking the vertical fog and ground transparency, it's quite effective. #screenshotsaturday#gamedev#lowpoly
Day 8 - Began working on some better terrain. Using a Synty asset pack to help speed things up. Started off too high poly, reduced it to about 50 tris, then added a material/texture. Needs more work. #gamedev#lowpoly
Day 7 pt.2 - Experimented with cumulus style clouds (inspired by those found in MSFS 2004). But I don't think they fit, not in conjunction with the perfectly decent clouds I have already. So into the bin with this one. #gamedev#lowpoly
Behind the scenes this was done using a disc of quads (the black gaps were added to help me debug the mesh generation) and it's rendered relative to the camera, rather than in world space, so it seemingly follows you around wherever you go.
Day 4 of space prototyping. Replaced the textured ground with a flat plane, blurred up the remaining textures a bit. Looking a bit more unified now. Next: Focus on the sky some more. #gamedev#lowpoly
Day 3 of space prototyping - added in some gas giants for that "moon" feeling π. Next step is to unify the aesthetic a bit. (Next update on Monday)
#gamedev#lowpoly