Mist Realms

Mist Realms

@mistrealms.bsky.social

Indie Game Developer: https://www.mistrealms.com/

874 Followers 40 Following 72 Posts Joined Dec 2023
1 year ago
Preview
The King Who Was Trapped in a Cursed Sword by a Treacherous Wizard by Mist Realms, hawtorn, durkbla, xose122, Frenesis The King Who Was Trapped in a Cursed Sword is a deckbuilder RPG with real-time synchronized combat.

Hey! These past two weeks, I joined the #PirateJam with 4 other teammates and we created this game, which you can play for free. Hope you enjoy it!

mist-realms.itch.io/the-king-who...

#indiedev #indiegame #gamedev #screenshotsaturday #indiegamedev #unity #Roguelite #Deckbuilder #Itchio

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1 year ago

Very good job! πŸ˜ƒ

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1 year ago
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(part 2/2)

#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday

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1 year ago
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A walk through a procedural forest of 16 kmΒ².

(part 1/2)

#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday

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1 year ago
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(part 2/2)

#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday

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1 year ago
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I have been optimizing the creation of the trees. There is still work to do but for now it is good enough. πŸ™‚

#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday

(part 1/2)

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1 year ago
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This week I've been commenting and optimizing code, so... here some more trees 😁. A bit of how they work with the LOD system.

#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday

7 1 1 0
1 year ago
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Testing adding trees massively in a 32 kmΒ² surface.

#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday

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1 year ago
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Fixed a bug where chunks sometimes didn't get their neighbors correctly and therefore blocks on edges weren't created well. (I hope this doesn't give me more problems).

#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday

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1 year ago
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I have been working a little more on the trees to deactivate them together with the chunks.

#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday

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1 year ago
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Happy Holidays, folks!

#madewithunity #indiedev #gamedev #procedural #procgen
#voxel #indiegame

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1 year ago

Thank you! ❀️ I didn't want to lose everything I uploaded to Twitter because I don't think I'll be posting anything else there. If you don't pay for the blue check, you barely have any visibility, so it's a pretty useless social network.

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1 year ago

Yes, creating the mesh using shaders is something I studied in the past, but my knowledge of shaders is limited, so it's not a path I could pursue. However, there's no doubt that creating and modifying the terrain with the GPU would be incredibly fast.

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1 year ago

Thank you. ☺️

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1 year ago
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One of the things I wanted to test with the new slopes in the terrain generator was inverse kinematics (IK).

#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday

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1 year ago
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Slopes (almost) completed. There are still some aspects to be polished and fix some bugs, but the result is quite good and I'm happy with it.

#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday

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1 year ago
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(2/2)

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1 year ago
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Another song: (1/2)

#madewithunity #indiedev #gamedev #procedural #procgen #indiegame #screenshotsaturday

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1 year ago
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(2/2)

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1 year ago
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Along with Marma Music (www.marmamusic.com) we are creating an asset to generate random music in runtime that I will include in my game.

Enable the sound to listen to the song:

#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday

(1/2)

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1 year ago
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I know I am being monothematic, but I keep fixing the slopes. I want to finish this before moving on to something else.

#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday

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1 year ago
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Finally! Chunks with slopes are now correctly created.

#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday

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1 year ago

That's absolutely true, and it's also a constant. 🀣 Fortunately, these issues have been resolved. I'm posting this devlogs from my Twitter account here.

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1 year ago

These messages are old, from my Twitter account. I’ve solved many performance issues since then.
The biggest bottleneck in my terrain generator is the instantiation of meshes in the scene, which I couldn’t multithread in Unity. But with the new Jobs system and ECS, I might be able to fix that.

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1 year ago

Is there still room left? I would like to join. πŸ™‚

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1 year ago
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I realized that the new algorithm that creates chunks using the neighboring blocks had slowed down the creation of the terrain and also freezed the game several times for a few micro seconds, very annoying.

#madewithunity #indiedev #gamedev #indiegame #screenshotsaturday #procedural #voxel #procgen

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1 year ago
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Optimizing the creation of chunks of terrain.

#madewithunity #indiedev #gamedev #indiegame #screenshotsaturday #procedural #voxel #procgen

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1 year ago
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Finally, the chunks look at the blocks of their neighbors to create correct normal vectors. Now I have to add the slopes when they check neighbors. πŸ˜‘

#madewithunity #indiedev #gamedev #indiegame #screenshotsaturday #procedural #voxel #procgen

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1 year ago
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I'm working on correctly creating normal vectors on the sides and in the corners of the terrain chunks, using the information from the blocks of the neighboring chunks. It's turned out to be somewhat tricky.

#madewithunity #indiedev #gamedev #indiegame #screenshotsaturday #procedural #voxel

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1 year ago

I still have some problems (because the terrain is generated with multithreads) but it supports those speeds that generate the corresponding chunk of terrain without errors.

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