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
Lys
@lystingdangerously.bsky.social
Game director at Eridanus Industries, and lead developer of NEBULOUS: Fleet Command.
I really adore the whole vibe of this, I've watched it a dozen times. The art style and the music go together so well.
our indie game: - hand drawn by Celeste's pixel artist - music by Disasterpeace - a slow-burning horror RPG - meet (or date) 10+ charming characters - fast-paced combat - customize your playstyle with crafted items and combat abilities - build a new life on a remote island
This industry deserves so much better and I am so serious. I have my own experience but I have no desire to share it in detail just that this industry and the people in it deserve a lot more respect.
This Cannot Continue - Kotaku https://kotaku.com/this-cannot-continue-xbox-layoffs-2000705049
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.
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...
Uploading 13GB of new 4K textures to our git repo. I've been keeping them on my hard drive without committing them for months in case we had to make changes to any of them.
There's got to be a reason why I always end up deathly ill in the last few days leading up to a major update release...
Quote with your purple art! These are the original concepts I did for Pillars and Nyx's Eye. They look very rough but they accomplished their purpose. We didn't have a dedicated concept artist back then so I had to do.
Quote with your purple art! 💜 @sublightgames.com
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
There's something very calming about doing memory profiling at midnight. Compare the snapshots, find a set of objects that shouldn't still be there, fix it, repeat. It's got a certain Zen to it. #gamedev
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
when we mourn le guin, we mourn one of our greatest writers & thinkers. but we also mourn one of our all-time greatest haters
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
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
Quote Post with an old piece that you still like! I think I did this one back in 2006 or 2007, back when I still had time to dedicate to drawing and painting.
Quote Post with an old piece that you still like!
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)
For the past year we've been working so hard on the first act of the campaign for NEBULOUS: Fleet Command. Today I can share with you, a tiny bit of the hand drawn intro animatic I've been working on. We're all very excited how it's coming together! store.steampowered.com/app/887570/N...
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
Go to bed with 34 open bug reports after closing a dozen, feeling accomplished. Wake up to 77 open bug reports.
The good news is I can't remember the last time @unity.com actually finished a feature, so I assume this cynical attempt at bumping their stock price will evaporate just like all the others.
Unity says its AI tech will soon be able to 'prompt full casual games into existence'
This style of light doesn't really appear in animation anymore. You know it when you see it -- it's bright, hot and almost dangerous. Our new issue explores the tricks behind it, and how one artist has revived the look for the digital age: animationobsessive.substack.com/p/dangerous-...
Should I give her a half cup of soft butter? (She really wants it)
It never stops feeling cool seeing my game get mentioned on Spacedock. You're going to love the Mercator class in the campaign too, Hooj.
Today on Spacedock we look at what might be a bit of an underappreciated type of ship that is so extremely important in real life: cargo vessels. Sometimes with guns! www.youtube.com/watch?v=vmXm...
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