New Project. Kind of a mix between an auto-battler and a guild manager. Still messing with art styles, but the inventory/equipment systems are mostly complete.
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@biscot1345.bsky.social
hobby indie dev. Mostly posting progress updates on various projects.
New Project. Kind of a mix between an auto-battler and a guild manager. Still messing with art styles, but the inventory/equipment systems are mostly complete.
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MORE LIGHTS
Normalized light levels for a cleaner drop-off point.
Plants won't grow in the middle-dark areas (which will also be dusk/dawn levels).
Will probably have mobs spawning in the darkest (unlit areas at night).
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MORE LIGHTS
local block lighting is now implemented. I'll make it pretty later.
Also got equipped items showing up in your hands now.
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DARKNESS!
Now have a day/night cycle with global lighting. Transition is pretty rough at the moment, and scaled 10x speed for testing.
Local block (torches) lighting next!
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400 FPS!
Got some performance tweaking done, and all current node tiles (flax, ores) implemented.
In preparation for a per-tile lighting implementation, brightened up most of my sprites and disabled engine lighting.
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WHEAT!
Grow-able crops now implemented.
Because of this I also had to refactor how drops work to allow for variable drop rates, and drops per state.
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ROCKS
Got some rocks spawning on dirt now, and created the hoe and tilling system. Growing plants next!
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TICK UPDATES
Tile ticks and node regrowths now implemented.
Trees implemented as an easy POC. Set at a low rate for testing.
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ALL GRASSED UP
Got some grass spawning to fill the screen a bit.
Also go flax seed spawning on dirt for plant fibers.
Side note: my edge cases are getting wild, might be time for some refactors.
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Tile digging and placement is now implemented.
also shovels. Not implemented yet, but the node tiles (ores, trees) will have a higher density and tool requirement to be diggable, and still respawn on a timer.
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No cost associations in place yet, But got a few deploy-able defenses in place.
Trying to avoid needing to implement navigation pathfinding for the AI, but we'll see how it goes.
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pew pew, center "tower" shoots projectiles now.
also got LAND MINES for a static defensive.
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Early prototype but: point and click tower defense... roguelike
kinda fun
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FURNACE (still needs a craft timer) and copper pickaxes.
escalating tool proficiency proof of concept looks good.
Probably need to get tool animations in next. Looking a bit stale.
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WORKBENCH TIME. Blocks can be interactable, and I'll just have to create a matching UI element. Furnaces next!
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old video, but it's procedurally generated and chunk based like Minecraft too.
12.07.2025 07:55 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0MORE CRAFTING / Some visual updates
new wood walls, and a workbench that does nothing.
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CRAFTING is IN.
Recipes are loaded at runtime from a static list of recipe scriptable objects on its container. *Should* be easy to implement on crafting stations with the same system.
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Now we have optimized character lights and global light. Need to implement night time next.
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LIGHTS AND SHADOWS... and 12 fps
07.07.2025 19:28 โ ๐ 3 ๐ 0 ๐ฌ 1 ๐ 0Found a way to implement grouping for trees so it looks more natural, also got coal and copper implemented with the same system.
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we got TREES. Currently just random spawning, but also got the tile "seed" implemented for random regrowth, which I'll also use for ores.
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Stacking items now work, and custom stack sizes per item.
also made a little sprite mask for world item drops so they'll always stand out.
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3rd inventory rework is done, but all functionality is currently working. Inventory is now all data based with just a UI representation.
I need to work on something fun next or I might go crazy.
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I'm in inventory hell, but I got the main-hand/off-hand (hotbar) system implemented, and TWO different item types.
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Rule tiles now update at runtime, when building or destroying. Also got drops/world items tied in.
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inventory now has a back-end with real items (partially done). Should be extensible for chests/storage. If I do world items next, I can make blocks actually drop stuff.
also optimized the rendering a bit. I still have some easy optimizations I can do, but framerate holding steady
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4 hours later, we have custom rule tiles.
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Full day of fixing and I'm back to an ugly standard grid.
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Converting this back to standard grid because isometric is too hard and way more work/artwork I don't want to do it. And I'd rather not burn out on art, or by over-complicating a system.
interesting results because I haven't switched the sprites back yet.