Congrats on finishing the jam! Tried it on itch and I must say, running over the pedestrians is very satisfying!
06.08.2025 09:54 — 👍 2 🔁 0 💬 0 📌 0@vuntracity.bsky.social
City exploration game in development for VR and flat screen. Steam: https://store.steampowered.com/app/2859220/Vuntra_City/
Congrats on finishing the jam! Tried it on itch and I must say, running over the pedestrians is very satisfying!
06.08.2025 09:54 — 👍 2 🔁 0 💬 0 📌 0New devlog is out! This time I talk about the updated roadmap for the project and what I've learned since my last one that I published a year ago.
www.youtube.com/watch?v=jxkx...
#gamedev #indiegame
I've added a roadmap section to the Vuntra City website to give a better idea about my progress and plans: vuntracity.com/roadmap
The graphic itself is an SVG produced by a script I wrote in vanilla js. Now I am trying to resist the urge to turn this simple visualization into a side project.
Vuntra City sunsets have that familiar summer city feel. You can experience them right now in the Environment Demo available on Steam.
#screenshotsaturday #indiegame
Oooh that looks right up my alley! Thanks for the recommendation!
30.07.2025 16:22 — 👍 1 🔁 0 💬 0 📌 0Colorful glowing trees in a procedural city
By the way I am still trying to come up with plausible lore reasons for why some of the trees in Vuntra City glow (and occasionally change colors to the music).
#wishlistwednesday #gamedev #indiegame
Cloudy procedural city
Cloudy Vuntra City is a vibe.
#screenshotsaturday #indiegame
Is it just me or does Bluesky normalize the sound? This sounds much better over on Mastodon, but I still think maybe the leaf rustle should be a bit louder?
18.07.2025 18:15 — 👍 2 🔁 0 💬 1 📌 0Weird procedural NPC names: "Beef Taat", "Is Cute", "Healer Rafu", "Lifesoy Ronap"
On one hand I should probably make my NPC name generator more name-like. On the other hand, I kinda like having a chance of weirdness like this.
#gamedev #indiegame
Ooh I think I've seen this one on Mr. Puzzle's youtube channel!
18.07.2025 09:29 — 👍 1 🔁 0 💬 1 📌 0Thanks, glad you like my devlogs!
15.07.2025 16:56 — 👍 0 🔁 0 💬 0 📌 0By popular demand, I have tweaked the NPC outfit colors to be more in line with what people would actually wear. We are no longer a city of clowns.
#screenshotsaturday #gamedev
Added a *bonk* sound effect to the NPC impacts to entertain myself while debugging some tedious pathfinding issues. Sound on 🔊🔊🔊
#gamedev #indiegame
Damn this looks good! The little water drops at the waterfall really make it.
08.07.2025 05:53 — 👍 1 🔁 0 💬 1 📌 0Birch trees, nice! They make the forest even more serene somehow.
07.07.2025 13:41 — 👍 1 🔁 0 💬 0 📌 0Today I chose violence (testing physical animations for the NPCs). I will polish these hit reactions further once I have the final NPC models.
#screenshotsaturday #gamedev #indiegame
Just trying to configure physical animations in reaction to hits for my NPCs today. Close enough.
#gamedev #indiegame
If there's no drag then you can just solve the equation of motion for constant acceleration in 2 dimensions. Here's your initial velocity (V) where g is gravity.
01.07.2025 05:22 — 👍 3 🔁 0 💬 1 📌 0The correction was mostly needed so the anchor doesn't end up inside a building. Would be weird for the NPCs to enter and exit buildings on their way to their destination.
30.06.2025 18:46 — 👍 1 🔁 0 💬 0 📌 0New devlog on the NPC spawn and schedule system is out! The NPCs are still WIP but I can already share some details on how I spawn them.
youtu.be/nBV0yAAJUf0
#gamedev #indiegame #procgen
Well "map" is a short enough term to be combined with other more specific ones. Like "navmap" instead of "navmesh" if it's not a mesh. Or "<anything>map" really.
28.06.2025 19:48 — 👍 2 🔁 0 💬 0 📌 0Graph if it's line segments, but in a more general case I'd go with "map" probably.
28.06.2025 18:49 — 👍 1 🔁 0 💬 1 📌 0🍸 Highly recommended cyberpunk environment to explore! 📸
🏙️ Vuntra City on Steam: store.steampowered.com/app/3586610/Vuntra_City_Environment_Demo/
#VuntraCity #IndieGames #VirtualPhotography #VPCommunity #VPRepost #VPGamers
Great time to relax and watch the sunset from a rooftop in Vuntra City. #screenshotsaturday #indiegame #unrealengine
28.06.2025 17:24 — 👍 8 🔁 2 💬 0 📌 1Can't think of a whole lot of games that utilize those sources of verticality consistently, apart from Assassin's Creed or maybe Dragon's Dogma. Would certainly be challenging to implement for a procedural environment though.
27.06.2025 17:49 — 👍 1 🔁 0 💬 0 📌 0There are other options, some of which you've noted in your blog. From tree canopies being available for traversal to man made structures like buildings and bridges incorporated into the landscape. Also if the setting is not 100% realistic there could be magical/fantasy elements that add to it.
27.06.2025 17:46 — 👍 2 🔁 0 💬 2 📌 0Verticality that isn't just mountains and cliffs is often what's missing in games that take place in natural settings. So if you can pull it off for your project, that'll certainly make it stand out!
27.06.2025 16:44 — 👍 1 🔁 0 💬 1 📌 0I completely forgot about the existence of glass blocks 😮! But now that I was reminded how much I love those things, I just have to make a brutalism update. One of these days.
24.06.2025 04:51 — 👍 3 🔁 0 💬 0 📌 0I'm not sure you need to teach it. I think you can just assume that the kind of player who will take optional paths and look for hidden locations is already interested in this type of reward.
23.06.2025 14:08 — 👍 1 🔁 0 💬 0 📌 0Seeing something cool absolutely works as a reward! I personally really like it when games do it.
Witnessing a unique moment, especially if it ties into the game's lore or reveals something about the characters, is a better reward for exploration than a piece of loot or an achievement, imo.