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@biscot1345.bsky.social

hobby indie dev. Mostly posting progress updates on various projects.

68 Followers  |  47 Following  |  82 Posts  |  Joined: 14.11.2024  |  1.6605

Latest posts by biscot1345.bsky.social on Bluesky


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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.
#indiedev #gamedev

15.02.2026 07:22 โ€” ๐Ÿ‘ 7    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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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).
#indiedev #gamedev

14.10.2025 16:33 โ€” ๐Ÿ‘ 10    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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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.
#indiedev #gamedev

14.10.2025 02:41 โ€” ๐Ÿ‘ 10    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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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!
#indiedev #gamedev

02.10.2025 05:58 โ€” ๐Ÿ‘ 14    ๐Ÿ” 4    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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.
#indiedev #gamedev

30.09.2025 05:53 โ€” ๐Ÿ‘ 16    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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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.
#indiedev #gamedev

27.09.2025 19:23 โ€” ๐Ÿ‘ 19    ๐Ÿ” 4    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 1
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ROCKS
Got some rocks spawning on dirt now, and created the hoe and tilling system. Growing plants next!
#indiedev #gamedev

21.09.2025 19:52 โ€” ๐Ÿ‘ 17    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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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.
#indiedev #gamedev

07.09.2025 23:43 โ€” ๐Ÿ‘ 25    ๐Ÿ” 5    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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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.
#indiedev #gamedev

19.08.2025 16:23 โ€” ๐Ÿ‘ 16    ๐Ÿ” 5    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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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.
#indiedev #gamedev

10.08.2025 17:57 โ€” ๐Ÿ‘ 20    ๐Ÿ” 5    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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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.
#indiedev #gamedev

30.07.2025 19:07 โ€” ๐Ÿ‘ 9    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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pew pew, center "tower" shoots projectiles now.
also got LAND MINES for a static defensive.
#indiedev #gamedev

27.07.2025 23:30 โ€” ๐Ÿ‘ 9    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Early prototype but: point and click tower defense... roguelike

kinda fun
#indiedev #gamedev

27.07.2025 06:50 โ€” ๐Ÿ‘ 17    ๐Ÿ” 5    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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.
#indiedev #gamedev

25.07.2025 21:41 โ€” ๐Ÿ‘ 9    ๐Ÿ” 2    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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WORKBENCH TIME. Blocks can be interactable, and I'll just have to create a matching UI element. Furnaces next!
#indiedev #gamedev

20.07.2025 17:31 โ€” ๐Ÿ‘ 11    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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old video, but it's procedurally generated and chunk based like Minecraft too.

12.07.2025 07:55 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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MORE CRAFTING / Some visual updates
new wood walls, and a workbench that does nothing.
#indiedev #gamedev

12.07.2025 06:35 โ€” ๐Ÿ‘ 11    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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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.
#indiedev #gamedev

10.07.2025 22:04 โ€” ๐Ÿ‘ 67    ๐Ÿ” 4    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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Now we have optimized character lights and global light. Need to implement night time next.
#indiedev #gamedev

07.07.2025 23:26 โ€” ๐Ÿ‘ 10    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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LIGHTS AND SHADOWS... and 12 fps

07.07.2025 19:28 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Found a way to implement grouping for trees so it looks more natural, also got coal and copper implemented with the same system.
#indiedev #gamedev

02.07.2025 04:35 โ€” ๐Ÿ‘ 15    ๐Ÿ” 4    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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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.
#indiedev #gamedev

01.07.2025 07:06 โ€” ๐Ÿ‘ 12    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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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.
#indiedev #gamedev

28.06.2025 09:17 โ€” ๐Ÿ‘ 15    ๐Ÿ” 4    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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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.
#indiedev #gamedev

25.06.2025 07:05 โ€” ๐Ÿ‘ 15    ๐Ÿ” 4    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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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.
#indiedev #gamedev

15.06.2025 07:18 โ€” ๐Ÿ‘ 8    ๐Ÿ” 2    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Rule tiles now update at runtime, when building or destroying. Also got drops/world items tied in.
#indiedev #gamedev

13.06.2025 20:36 โ€” ๐Ÿ‘ 11    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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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
#indiedev #gamedev

11.06.2025 06:14 โ€” ๐Ÿ‘ 7    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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4 hours later, we have custom rule tiles.
#indiedev #gamedev

05.06.2025 02:12 โ€” ๐Ÿ‘ 6    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Full day of fixing and I'm back to an ugly standard grid.
#indiedev #gamedev

04.06.2025 07:04 โ€” ๐Ÿ‘ 5    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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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.

03.06.2025 23:06 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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