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Team SunForge

@teamsunforge.bsky.social

We are a small team of two aspiring indie game devs! We are currently working on Spectral Express: A resource management train driving game with ghosts! Check out our output over the years at https://sunforge.itch.io !

39 Followers  |  34 Following  |  233 Posts  |  Joined: 11.01.2025  |  2.4881

Latest posts by teamsunforge.bsky.social on Bluesky

not only computationally but also unaffordable as a gameplay mechanic depending on your game! Imagine trying to play Mario 64 with realistic shadows, and then remember they gave him the underfoot shadow to help players tell where in space he was. Even Mario Odyssey puts them straight down!

27.01.2026 17:38 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

There's very few exceptions where colored outlines don't work universally better than stark black ones haha

27.01.2026 16:03 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

You ever make yourself a schedule with daily tasks and go yes, I am starting and finishing this task today! And then that task ends up taking you four days instead?

That is me today.

#gamedev #indiedev #indiegamedev #indiegame #indie #indiegaming #gamemaker #teamsunforge #spectralExpress

27.01.2026 15:38 โ€” ๐Ÿ‘ 8    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Also I'd like to note I saw that Ookami style outline render tech! Good work on it! My wife would like to add they like it's a nice dark brown and not straight black

27.01.2026 10:32 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Aw shit we're gonna need a bigger tank

27.01.2026 10:30 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Hell yeah, champion's beverage of choice

27.01.2026 10:29 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

hang in there sister

26.01.2026 21:56 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

solid plan, godspeed

26.01.2026 21:52 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

visually, open areas suffer from the art style; the plain textures don't do much to excite the eye.

Gameplay wise, tight corridors didn't work as well as open spaces in Megaman Legends according to my memory.

So you're definitely going to have to find a balance

26.01.2026 21:29 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

this used to be true, but nowadays, No Man's Sky and Cyberpunk 2077 would like to have a word. We live in different times. Not that I am endorsing the release of an unfinished product. We just have a significantly wider grey area on the topic now.

26.01.2026 21:06 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Watching this makes me feel like i am looking at what axiom verge would look like if it was 3d. Very strong vibe.

26.01.2026 20:43 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

we love him
how many can you ship by next monday

26.01.2026 20:41 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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He's just a little guy. Just a small little guy. ๐Ÿค๐Ÿธโœจ

#indie #indiegame #indiedev #gamedev #blender

26.01.2026 20:15 โ€” ๐Ÿ‘ 18    ๐Ÿ” 3    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

he hides so skillfully

26.01.2026 15:53 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

oh hey i remember giving a demo/beta of this a test go a while back, coming along nicely

26.01.2026 15:53 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

If the entire water is just a spherical collision shape, do you have plans/ways to make holes in the planet that go below water level but don't count as underwater?

26.01.2026 15:29 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I look forward to seeing more of them!

26.01.2026 15:08 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

So if I'm intuiting correctly, you raycast through the water to find the point of the shape you're colliding with, and check that against the water height?

Is the water its own arbitrary shape or is it just below a certain depth it counts as water?

26.01.2026 14:39 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

cute work!

26.01.2026 09:48 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

this is some Macross nonsense and I am here for it

26.01.2026 09:35 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I'm curious, how do you detect when you're in shallow water?

26.01.2026 09:14 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

That's a difficult task, especially in a medium that is largely used for escapism. Nevertheless, one must try

26.01.2026 09:08 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

especially if it's already out as early access lmao

26.01.2026 09:02 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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I made this as a visual aid for what it's like to develop games:

#GameDev

26.01.2026 05:42 โ€” ๐Ÿ‘ 25    ๐Ÿ” 5    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

that certainly is a strong design! I'm rooting for you to get all the fanart you can handle and more, haha

26.01.2026 09:01 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Somehow giving me strong N64 era Castlevania ibes - which is to say, the vibes are immaculate ๐Ÿ‘Œ

25.01.2026 19:35 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Can't wait to see how you build complexity on these mechanics, it already looks great!

25.01.2026 19:32 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

What do you do when life stuff like work gets in the way of your game dev? Whether because it takes up your time or just tires you out too much to be able to work on your project?

25.01.2026 19:22 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Work week got kinda busy though, whatcha gonna do. At least I am done with what I think are the more tedious UI elements (barring one particular example) so there's not TOO much left to do on this topic.

After that it's on to finishing sound implementation!

25.01.2026 19:12 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Been kind of a busy day so I don't have much to report; just a couple more mouse interaction only features that I added keyboard and controller support to. Was supposed to have these done before tomorrow.

#gamedev #indiedev #indiegamedev #indiegame #indie #indiegaming #teamsunforge #spectralExpress

25.01.2026 19:10 โ€” ๐Ÿ‘ 9    ๐Ÿ” 3    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

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