Ooooppppsiiieeee,, never made the trees stop spawning sound effects for being felled. So they just keep spamming haha
#indiegame #audio #fps #gamedev #indiedev #solodev
@thorwhitemountain.bsky.social
Hey, I'm Thor. Aspiring game developer currently working on Scorching Engines, as a side hobby to work as a Software Engineer https://store.steampowered.com/app/2640660/Scorching_Engines/ https://discord.com/invite/H7vHbbRGwh
Ooooppppsiiieeee,, never made the trees stop spawning sound effects for being felled. So they just keep spamming haha
#indiegame #audio #fps #gamedev #indiedev #solodev
Ehm.... yeah i'd say that the floating origin and navmeshes is an easy thing to work on..
I haven't just accidentally stacked all terrain navmeshes on top of each other (((:
#indiegame #gamedev #solodev #indiedev #navmesh
Also the fact that there's a huge difference between 10 dollars for a new character skin,
and 10 dollars for new maps,events,enemy types (dlc)
Floating origin and shifting navmeshes around the player, wooo
Faster terrain generation since it doesn't generate navmeshes far from player (where enemies won't path anyways)
higher quality navmeshes so enemies can path around small obstacles,
#indiedev #gamedev #solodev #indiedev #navmesh
programming is about deleting code if you're lucky
01.12.2025 20:58 โ ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0aaah, yes. That's correct Jetbrains, I didn't want "enemy ai"
to mean "enemy artificial intelligence",
of course I wanted it to mean "enemy three-toed sloth"
#indiediev #solodev
Yeah, I made a "cut down" version of my gameplay trailer, in order to make it maybe a bit more palatable to short attention spans, but it's still 2 and a half minutes.
Also got the full 6 and a half minute version on steam incase ppl actually want to see gameplay, but it's just a hassle
Yeah, it's impossible to even show how the gameplay actually is, and what the game is about.
Even the "Gameplay" trailers have to be short and snappy :(
Aaaand terrain spawning is fixed now, so there's no more gaps :)
Now just to fix all the other bugs caused by the floating origin.... yay...
#indiegame #gamedev #solodev #fps
Just a small issue with the terrain spawning haha
(still working on a floating origin for Scorching Engines)
#indiegame #gamedev #unity3d #indiedev
Just got some playtesting done for my game, Scorching Engines, and got some valuable feedback from it :))
Now to get to work and improve the existing features instead of adding more haha
#indiegame #gamedev #solodev #playtest #indiedev
So the vehicle refuses to respect gravity when using the floating origin... HMMMMM.
#indiegame #gamedev #solodev
think ive fixed it now :)
17.11.2025 14:58 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Slow progress with the floating origin for Scorching Engines, currently working on an annoying bug related to the terrain deformation
#indiegame #solodev #gamedev
Working on adding a floating origin system to the game, and as part of that I had to replace the raycast based resource spawning system to sample terrain height instead
So now its really fast spawning, if you look on the far edge of terrain where its spawning
#indiegame #indiedev #procgen #solodev
Working on adding in floating origin to my game, as the recent playtesting proved that floating point errors prove to be an issues pretty quickly :(((
(agressive floating origin for easier demo. 150m vs prob 2000 m for real)
#indiegame #gamedev #unity3d #floatingorigin #solodev #infinite #procgen
Looks good!
Are the terrain height differences discrete steps only, or are there slopes as well?
Impressed with the cliffs either way, need to improve my own terrain gen as well
With the check in place in doesn't spawn on the steep slope, and instead spawns the next update on the flat terrain
Before the check, it spawned on the slope causing to annoying terrain
Closeup of the bad terrain. (The vehicle cannot drive up the areas without snow)
Closeup of the good spawn on flatter terrain
Just added in a check for the colony spawning to prevent it from spawning on steep slopes as it made certain parts unreachable and looked weird in combination with the terrain deformation
#indiegame #gamedev #indiedev #solodev #indiegames #unity3d #procgen #terraingen
That first picture look really good ๐
04.11.2025 19:25 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Before this change
After the change
Have made it so that if you're inside a storm, it'll get way foggier to distrupt your vision more, and make it look snowier (Will also increase the number of snow flakes)
#indiegame #scorchingengines #indiedev #solodev #snowpiercer #frostpunk
Have added a way to have entities have a gameobject navmesh obstacle proxy that follows them around with the same size.
Need it to have my gates and other dynamic entities affect the navmesh :)
(Entities can't affect gameobject navmesh)
#solodev #gamedev #unitydots #dots #ecs #indiedev #indiegame
Adding a dev console to the game is really t he best thing I've ever done when it comes to saving time and developing faster
Like I got commands that save me like 10-30 minutes of playtime
#indiegame #indiedev #gamedev #solodev #console #commands #screenshotsaturday
Been playing a bunch of Arc Raiders, and honestly it's a shame that it's using UE5 (in the way that the engine puts a massive weight on temporal solutions to fix graphics (solve dithered hair and grass, etc) and improve performance.
But instead it just turns into a smeary mess with ghosting :(
#ue5
Poor enemy, they're too dumb to drive :((
#indiegame #gamedev #indiedev #solodev #ai
Gotta love the enemies not respecting my walls and just driving straight through them haha
#indiegame #gamedev #ai
Normal spawning, where there are resource zones spawned inside the research facility cave. (The blue crosses are resource zones)
Large area marked as occupied by the starting area, to prevent city buildings and resource zones from spawning too close
Adding a seperate layer to the start area, and making the city content spawning be blocked by that also, prevent city buildings and resource zones in citites to be spawned in or near the facility
Exaggerated in the right pic to show it more clearly with the small grey cells
#indiegame #gamedev #fps
Aaaand we've got a new build menu, that shows the required resources to build it. As apparently I'd forgotten that before haha
#indiegame #screenshotsaturday #gamedev #unity3d
I used to go to the library and play it on their public ps2... without any savegames haha. Just replaying the same 30-45 minutes over and over
11.10.2025 10:16 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Got a rudimentary FOV slider, that I have no idea why I waited so long to add haha
(options menu is very much temporary)
#indiegame #gamedev
Windwalker
07.10.2025 17:12 โ ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0