Keep your villagers safe from the terrors that lie beyond the light. #screenshotsaturday
15.11.2025 11:18 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0@elliottayling.co.uk
Software Engineer ๐งโ๐ป Game Dev ๐ฎ Photos ๐ธ Wishlist The Fire Must Grow on Steam! https://store.steampowered.com/app/4129050
Keep your villagers safe from the terrors that lie beyond the light. #screenshotsaturday
15.11.2025 11:18 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Steam page is live!
store.steampowered.com/app/4129050?...
New game! The Fire Must Grow.
A hex-based horror city builder.
๐๏ธGrow your village.
๐ฅTend the flame.
๐Sacrifice your villagers.
๐นMeet strange people and creatures.
Coming soon! Wishlist on #Steam !
#gaming #horrorgame #indiegame
Devil's Derby is currently just ยฃ4.12 in the Steam Autumn sale!
store.steampowered.com/app/3121580
#indiegame
Damn, everybody trying to buy Devil's Derby today have crashed Steam. Crazy stuff. Guess I'll play #Silksong instead.
04.09.2025 14:33 โ ๐ 5 ๐ 0 ๐ฌ 0 ๐ 0This game is over 10 years old. Still looks amazing. Arkham Knight.
23.08.2025 09:51 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Added a table UI class. Supports dynamic column/row changes and sorting. Editor and runtime support. Here it is tracking total existing resources. Will help me add various stats windows. Quite neat.
#gamedev #madeinunity
Ghent #photography #streetphotography
11.08.2025 12:42 โ ๐ 12 ๐ 1 ๐ฌ 0 ๐ 0Basic farming system done (sped up). Villager plants/maintains/harvests crops. Crop can fail, be affected by weather, temperature etc, which can effect final yield. Needs some UI, but quite happy at the moment
#gamedev #madewithunity
In Bruges #photography #streetphotography
06.08.2025 12:01 โ ๐ 9 ๐ 0 ๐ฌ 0 ๐ 0Went to Brussels.
#photography #streetphotography
#photography #japan #streetphotography #japanphotography
27.07.2025 10:56 โ ๐ 5 ๐ 0 ๐ฌ 0 ๐ 0Just updated this and my resource system to use "IResourceAttribute". Effectively means I now raise request for any attributes (IsEdible, IsBurnable etc) rather than specific resources. Resource itself is a IResourceAttribute though, so you can still do that. Much more flexible. #gamedev
24.07.2025 14:31 โ ๐ 7 ๐ 2 ๐ฌ 0 ๐ 0Thank you! Can't take the credit though as it's mostly from
backterria.itch.io/the-roguelike
Quite like this subtle scanline effect #gamedev #madeinunity #shaders
23.07.2025 08:58 โ ๐ 11 ๐ 2 ๐ฌ 1 ๐ 0I wrote up how I designed my logistics system in my next game.
It's not a complete in depth post, but just a general overview of how it works at the moment, and the classes/objects that it uses. Hope it is helpful to some people.
#gamedev #madeinunity
Reworking my logistical system right now- easily the most complex part of the code so far. It gets complicated fast. Have to be strict with your abstractions, and don't design yourself in a corner with no room to expand. Lots of edge cases! Might do a little write up when I'm happy with it #gamedev
02.07.2025 15:44 โ ๐ 6 ๐ 1 ๐ฌ 0 ๐ 0#photography #japan #streetphotography #japanphotography
27.06.2025 18:19 โ ๐ 8 ๐ 0 ๐ฌ 1 ๐ 0Devil's Derby is 20% off in the Steam Summer Sale! Give it a go if you like fast paced shooters.
#indiegames #steam #fpsgames
Osaka, Akihabara.
#photography #japan #japanphotography #streetphotography
#photography #streetphotography #japan #tokyo
25.06.2025 15:34 โ ๐ 12 ๐ 0 ๐ฌ 0 ๐ 0#photography #streetphotography #japan
24.06.2025 12:04 โ ๐ 9 ๐ 0 ๐ฌ 0 ๐ 0Some early WIP of UI/gameplay. #gamedev #madewithunity #indiegame
18.06.2025 14:47 โ ๐ 10 ๐ 3 ๐ฌ 0 ๐ 0Swear 50% of #gamedev time is just save/load edge case bugs and UI fiddling. Losing my mind.
18.06.2025 14:06 โ ๐ 3 ๐ 1 ๐ฌ 0 ๐ 0Happy with this at the moment, some optimisations to do still. Hope to share more about the game when I can! Thanks for reading!
31.05.2025 13:16 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0This gives us the lightmap value! If this is above 0 we just use that, if not we fallback to the regular lighting value. This gives nice separation of areas, a nice falloff into darkness, and also allows partial lit areas to create fully lit areas. Very good.
31.05.2025 13:16 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Shaders to the rescue though! I create a 1D texture of the lightmap values. I already have a way to give each hex a unique ID in range 0-numberOfHexes so mapping each hexes lightmap value to a texture was simple. Then in shader, we calculate the fragments hex, and ID, then map to UV.
31.05.2025 13:16 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0But the main con for this actually is I want partially lit areas to be able to merge into a fully lit hex, if their lightmap value reaches a certain threshold, and this can't do that easily. In fact it doesn't read the lightmap value at all- just mimics the area of it. So not the solution.
31.05.2025 13:16 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0Pros: Clear separation of lit area. Nice falloff.
Cons: Hard to tell what is partial lit, and the start of the darkness fallout area.
Next thing was to use the freeform lighting shapes. Calculate the edges of the lit region and set that as the freeform light shape. Then added another freeform light to add the falloff around it. A range of pointy top hexes makes a more or less flat top hex, so mostly easy.
31.05.2025 13:16 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0