Lys

@lystingdangerously.bsky.social

Game director at Eridanus Industries, and lead developer of NEBULOUS: Fleet Command.

My Assistant Narrative Designer, Polymnia, posing with the mission outline for Act 2 of our campaign. Each white card is a room. Blue is things you get/do. Yellow is key plot points you learn. Pink is character beats. Purple is complications to keep the mission interesting. #indiedev

A photo of two walls in a red room, with a white door sitting slightly ajar. Index cards and sticky notes are plastered up on the wall.  The cards are arranged into groups with numerous colored sticky notes sitting below each index card.  A very soft gray cat sits on a filing cabinet below the cards, looking a little tired after all her hard work.

Panda did such an incredible job on this, it really sets the mood for the rest of the act (and eventually the whole campaign). This was my first experience with directing animation and damn is it complicated. There's so many moving parts and it requires so much time investment, but it was worth it.

PapaPanda@papapandamonium.bsky.social · 2mo ago

It is time! Act1 of the NEBULOUS: Fleet Command campaign is out! Play it solo or in Coop mode! The Team has spent over a year on this massive update. The hand drawn intro animatic alone took me 8 months to complete. Give the Campaign a whirl! store.steampowered.com/app/887570/N...

Some AI work to start the day: tactical pathfinding. One of the biggest remaining issues with the AI is its tendency to drive craft straight through enemy sensor coverage to get to what it wants to kill. Now I'm working on some methods to give it smarter pathing. #gamedev

A pathfinding octree with nodes colored by how many overlapping threats can see them.  The image shows a naive direct route through the graph from the origin to destination, passing through the threat spheres.  A magenta line shows a tactical path that avoids the threat areas by routing around them.

Spent literally all day re-rigging all of the OSP ships with the new meshes and textures for the art refresh. What idiot decided it was good idea to build two of the hulls out of 9 different pieces each? Oh right, the idiot was me. #gamedev

A collection of game asset prefabs showing the different pieces of the randomized modular hull system for the OSP's ships.

More octree fun. Building a set of nodes which hug terrain, for ships that want to stay close to cover and not wander into open space. The set also includes the direction from each node to the cover, so which nodes provide a tangent to the target can be determined easily. #gamedev

A screenshot of the octree debug view showing a set of nodes which hug closely to map terrain.A closeup of the previous screenshot, showing vectors from the nodes pointing towards the obstacle.

Multi-parameter optimization for AI movement candidate selection. This is for a sniper ship, finding the node in the set with line-of-sight that is both closest to the current position and maximizes the distance (and thus safety) to the enemy. Also, octrees are really pretty. #gamedev

A screenshot from NEBULOUS: Fleet Command showing the AI debug overlay.  There are a series of colored cubes rendered on screen, ranging from red to green by their score color, and the AI ship has a move order visible to the best candidate.

Kind of weird that Unity HDRP v10 doesn't have lens flares built in considering flares and bloom (and motion blur, but wow fuck motion blur) are kind of a meme of "high definition" games. But whatever, I made my own.

After five months of work (and two years of planning and anticipation) my floral 3/4 sleeve is finally finished! At least for now until I inevitably decide to extend it. Done by the incredible Hayley Savage at Take Heart Tattoo. (sorry my camera kind of sucks)

A woman standing on front of a mirror showing a floral sleeve tattoo on her right arm.  The flowers are: Lilies, Yarrow, Persicaria, Gladiolus, Iris, Chamomile, Sweet Alyssum, Columbine, Hellebore, Violet, Sky Pilot, and Alpine Aster.  The greenery is a mix of the leaves of each flower, Enchanter's Nightshade, and Wild Grape.

It's often very easy for me to get down about the quality of my work, but then I remember that I created a space ship name generator that regularly spits out gems like this one and it lifts my spirits just a little. #gamedev

A carrier hull in Nebulous: Fleet Command showing the name "Weeny Icing".

After working myself to near-death for the entire month of January to get my singleplayer campaign code feature complete, I can now focus on the fun stuff: art, lighting, shaders, and story. Just kidding, now I have to switch back to main branch and deal with multiplayer balance. 🙃

I feel genuinely awful for the Highguard devs. They wouldn't be the hate du jour if someone *else* hadn't overhyped their game *for* them. Especially maddening to see other game devs join in, who know exactly how many years of peoples' lives are being dragged right now. Why are we eating our own?

I really loved the Trans rep in The Pitt S1. It's such a simple, mundane, blink-and-miss-it slice of what we deal with every day. The fact that the doctor, with everything else going on in the ER that day, cared enough to find the time to fix her records without being asked was really heartwarming.

I just spent 14 straight hours merging two branches that have been steadily accumulating overlapping changes in 1,600 files for almost a year. Protip: don't let your feature branch stay isolated for that long. Now the fun part of slowly uncovering all the things the merge broke begins... #gamedev