Scoops
@sharkscoops.bsky.social
Game Dev, She/Her 🏳️⚧️ Dev of Hadostruct, a submarine sim and exploration game.
Spent the last two weeks refactoring our Structure Editor and making tools for procedural geometry! Now every structure is based on a graph, which means I can bake out SDFs to make the water visuals way cheaper and more accurate on the GPU. #screenshotsaturday #indiedev #gamedev
For this #screenshotsaturday, I wanted to share progress on our custom crosshair system! We can define different crosshair styles for individual items that we swap to, and we can even combine crosshairs when dual wielding. 🎉 #gamedev #indiedev
Still mainly working on refactors and cleanup, but I did finish up a big wiring refactor! Looks very good with the cable simulation I showed off last week. I also did a few performance passes so that spawning tons of items doesn't slow the game down much. 😌 #screenshotsaturday #gamedev #indiedev
To take a break from a big editor tooling refactor, I replaced the default Unity Line Renderer we were using for cables with a new simulation/mesh gen system using burst and jobs! It runs really smoothly and looks soooo much better. 😌 #screenshotsaturday #gamedev #indiedev
Stress testing the local physics scenes and new general damage events! It's very nice to see items remaining 100% stable even when the submarine is flipping around. I'll likely migrate Actors over to the same local physics eventually. #screenshotsaturday #gamedev #indiedev
So I'm sure I'm very late to the party, but [Pixel8r](actiondawg.itch.io/pixel8r2) is sooo good for retro texturing. Left is with Pixel8r, right is my old method of crunching the texture in paint .net. Contrast is so much better when I can mess with it directly in Substance. #gamedev #indiedev
Still need to work on some of the visuals (and my aim) but with all the new enemies we've been working on, it felt like a good time to start implementing controllable turrets for our submarine! #screenshotsaturday #indiedev #gamedev
Got physics based actors set up! It's very fun to bully the drones. Also got really basic damage and actor death working too. #screenshotsaturday #indiedev #gamedev
Now with more fish! 🐟 This week's work has been more pathfinding prototyping, as well as setting up context steering and learning behavior trees more in depth. It's awesome when you start to see NPCs move around and act in the world you've been working on. #screenshotsaturday #indiedev #gamedev
Fish! It's really terrifying at the moment with how fast it moves, and its bite has way too much knockback force. But it's very exciting to see all of the systems work come together!!! Also it's very fun to play as a fish. 🐟 #screenshotsaturday #indiedev #gamedev
Freaky friday on a #screenshotsaturday?!? Just finished a big refactor that unifies all 'Actors' in the game so players and NPCs function in the same way. Best way to test that is a gun that swaps bodies, of course! Works in multiplayer and on Player <-> NPC #indiedev #gamedev
Updates on our path finding prototyping 🎉 We slapped a human model on our roomba and added some smart pathing to press buttons in order to open doors between it and its objective. Now we're starting to get a good idea of how NPCs will move around in our game! #screenshotsaturday #indiedev #gamedev
Make sure to clean up after yourself!!! 🧹 With all the systems work I've been doing, the welder took only a couple of hours today to get the model, animation, and logic made and working in game. #screenshotsaturday #gamedev #indiedev
Finally starting to look into path finding! We're only just getting started with the foundation, but in the meantime you can watch as I get chased down by this roomba while testing out this week's work. #screenshotsaturday #indiedev #gamedev
This week's focus was melee weapons! Got a nice workflow for tying active frames to animations per weapon, and being able to raycast along the arc to get accurate hit locations! #screenshotsaturday #gamedev #indiedev
It's #screenshotsaturday time! This week's focus has been on integrating our prototype for our wiring/logic system into the game. The idea is that Engineering roles on your submarine can create circuits to control all kinds of machinery on your ship! #indiedev #gamedev
Guns! Lots of work on getting impact effects and decals set up this week. Couldn't stop myself from adding hitstop as well. 😌 I think it will really help when I'm getting melee weapons to feel good. #screenshotsaturday #gamedev #indiedev
Hey all! I wanted to share my side of development as I work with @sharkscoops.bsky.social on Hadostruct. This week, I've been focusing on moving furniture and precision placing items, so you can decorate your submarine during downtime in between missions! #screenshotsaturday #gamedev #indiedev