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ZanderK

@zanderkepler.bsky.social

Creating a multiplayer sci-fi-fantasy dungeon game called Recursive Riftfall. https://store.steampowered.com/app/2962260/Recursive_Riftfall/ Discord: https://discord.gg/QYycqzrFKF #IndieDev #GameDev #ProceduralGeneration #Liminal #LiminalSpaces

2,308 Followers  |  682 Following  |  392 Posts  |  Joined: 15.11.2024  |  1.687

Latest posts by zanderkepler.bsky.social on Bluesky

DevNote 25: Worked some kinks out of the respawn process, and compiled a ton of sound effects, and wrote a bunch of code to streamline playing them in the right scenarios. #IndieDev #GameDev

08.10.2025 06:41 β€” πŸ‘ 12    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0

DevNote 24: Fixed some bugs with inverse kinematics, and added the emote system I'd been wanting for forever, which was surprisingly easy #IndieDev #GameDev

06.10.2025 07:02 β€” πŸ‘ 13    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
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DevNote 23: Made the little thingies
#IndieDev #GameDev #Retro

04.10.2025 07:29 β€” πŸ‘ 10    πŸ” 4    πŸ’¬ 0    πŸ“Œ 0

Sometimes I just feel like it's a mess you know #IndieDev

01.10.2025 06:37 β€” πŸ‘ 6    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

DevNote 22: Made a lot of progress recently. Added the whole process for visiting the hub world, animated those things, made the shaders. I've run into some game sequencing issues that I band-aided but probably just have to re-write a bit to eliminate potential future bugs. #IndieDev #GameDev

01.10.2025 06:28 β€” πŸ‘ 9    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0

It's pretty good! By nature of game design, my player character was one of the first things made. So the code was bad and naΓ―ve. I think I handled it well. It's not as good as it could be from scratch, but it's good enough to work now.

30.09.2025 17:29 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Totally whiffed opportunity to caption this "The long hall"

27.09.2025 18:28 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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I'm calling it the monolith but that's a work in progress #IndieDev #GameDev #Shaders #ShaderMagic

26.09.2025 15:17 β€” πŸ‘ 22    πŸ” 4    πŸ’¬ 0    πŸ“Œ 0
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You know, it's just not fair how real life can do perfect volumetric clouds for free #GameDev

26.09.2025 03:05 β€” πŸ‘ 14    πŸ” 5    πŸ’¬ 0    πŸ“Œ 0

Yo that's a sick vibe

26.09.2025 03:03 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

I cannot

25.09.2025 01:36 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Rewriting all this code that all these interdependencies, to not. It's a bit like pulling teeth, but from one's own mouth.

24.09.2025 21:01 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

frogg

24.09.2025 14:53 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

When I first started development, dead players couldn't come back during a 'game', just respawn at the end. Now that I've added respawning, I have to untangle this mess of terrible code that comes with having two bodies for the same player. Reminds me of time travel shenanigans. #IndieDev #GameDev

24.09.2025 14:53 β€” πŸ‘ 13    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
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DevNote 21: Recently reworked how loot is processed. Too complicated to explain here so just look at the crude animation. #IndieDev #GameDev

24.09.2025 12:56 β€” πŸ‘ 12    πŸ” 2    πŸ’¬ 1    πŸ“Œ 0

I can tell that's satisfying

22.09.2025 18:15 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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That's a long hallway #ScreenshotSaturday #IndieDev

21.09.2025 02:07 β€” πŸ‘ 9    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0

DevNote 20: I ironed out a bunch of issues involving the insertion of spawned network objects into the dungeon generator. Things were just spawning weird. And also overlapping, fixed that. There were also bugs with the custom logic system. Hopefully all squashed. I'm tired, boss. #IndieDev #GameDev

20.09.2025 05:34 β€” πŸ‘ 13    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
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DevNote 19: After more time off, I've refined and streamlined the process of spawning a puzzle, creating the in-world indicators of the puzzle's status, and linking them to the vault. All of that networked of course (and by that I mean - non of it is, just the end that matters). #IndieDev #GameDev

17.09.2025 21:06 β€” πŸ‘ 13    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0

DevNote 18: Refined the way puzzles spawn so that I can generate different random puzzles from the same code. Also started worked on the "puzzle display board" to show progress to the players. #IndieDev #GameDev

11.09.2025 04:52 β€” πŸ‘ 16    πŸ” 5    πŸ’¬ 0    πŸ“Œ 0

Watch your back!

09.09.2025 18:04 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

DevNote 17: Due to forces beyond my control I've made essentially no progress in the last week. Maybe a few hours total.

09.09.2025 13:29 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

DevNote 16: Did a little work yesterday on the "treasure vault obsolete technology server" and have promptly done nothing since (not my fault)
#IndieDev #GameDev

05.09.2025 03:43 β€” πŸ‘ 9    πŸ” 4    πŸ’¬ 0    πŸ“Œ 0

DevNote 15: Slow progress today due to lack of motivation. I got the Data Carts to spawn inside of the old analyzer devices and added the functionality to divert the vessel to the liminal hub. I probably did some other stuff but can't remember. #IndieDev #GameDev

03.09.2025 05:34 β€” πŸ‘ 6    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
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So it's a bug but it looks cool
#IndieDev #GameDev

03.09.2025 05:33 β€” πŸ‘ 11    πŸ” 4    πŸ’¬ 0    πŸ“Œ 0
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DevNote 14: Not a lot of work these past few days but got some nice atmospherics going.

#IndieDev #GameDev #ProceduralGeneration #Liminal #LiminalPlaces

01.09.2025 06:36 β€” πŸ‘ 10    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0

DevNote 13B: Was going to work more on puzzle spawning but decided to finally round out some edges on the occlusion culling system I've barely touched in about a year #IndieDev #GameDev

30.08.2025 06:35 β€” πŸ‘ 6    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0

Devnote 13A: Frustrating bug fixing. "Multiplayer Play Mode" in Unity just randomly throwing out errors from the virtual player that the editor doesn't have. Giving missing reference inspections for things I assigned in the inspector. #IndieDev #GameDev

29.08.2025 23:44 β€” πŸ‘ 7    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0

I'm intrigued by that pyramid!

29.08.2025 13:41 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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DevNote 13: Worked on the procedural data rack (more on that later). Also spent a ton of time hunting down stupid bugs. I thought I'd get some work done, but I ended up barely getting started. #IndieDev #GameDev

29.08.2025 05:50 β€” πŸ‘ 8    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0

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