Come man Too Year!? Lazzy! Plz Releas AASP

Joined October 2009
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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
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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
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Quixel Megascans are a great time saverπŸ‘ #gamedev #lowpoly
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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
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Don't look at this Classic lens flare TM without proper eye protection 😎 #gamedev
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Seems like at least half a dozen people have looked at my planet renders and seen MechWarrior πŸ₯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
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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
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Ice planet ambience #gamedev #lowpoly
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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
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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
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Day 7 R&D - Scrolling clouds. Set it a bit too fast at first and ended up making a time-lapse effect.
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Day 6.5 progress :) --- made the clouds scroll to match the camera. #gamedev
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Day 6 progress - added a simple layer of clouds for some extra detail and realism. #gamedev #lowpoly
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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.
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R&D Day 5 - added atmospheric ambience. #gamedev #lowpoly
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Some more examples.
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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
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Did you know one of Saturn's moons has a sea of jam?
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Day 3 of space prototyping - added in some gas giants for that "moon" feeling πŸš€. Next step is to unify the aesthetic a bit. (Next update on Monday) #gamedev #lowpoly
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