my second monitor is a stolen TV from a hotel. if it turns off it resets all of its settings, so for the longest time I had it idle with CaptainYS' FlyBy2 screensaver on it. But a few days ago I found out its open source. spent 2 days modifying It, so the planes have physics and other fun bits.
Sani
@sanikkat.bsky.social
Artist and indie game dev. Currently working on my first project "Aggressors". I will normally post stuff related to anime, aviation, Mecha, 🔞NSFW. Music I use is not mine unless explicitly stated. More about me: sanikku.carrd.co
Working on a WSO system. The lines tend to cut off early but that's just unity's recording system being silly. Currently using TTS as a placeholder, but I plan to have human recorded male and female options for it. Roughly 200~ voice lines.
was working on improving my sky and a side effect is that if you zoom out you can see the whole earth, which is fucking sick. This probably more than likely will never be ever visible ingame, but its influence is absolutely necessary.
Added mouse aim. Until now the game was really only comfortably playable with a gamepad or HOTAS. Now it's got a very familiar mouse steering!
back when I used to mod DCS world I added Anomalocaris to it as a way to learn the tools.
Air to air rearming drone. Has some things I want to fix, but I'm satisfied with it! This will be use used in longer missions, so I can keep the pace good while not forcing the player to do the whole process of landing.
Shatter part 2. I need to fix a few things such as: Making sure chunks buildings are water tight. Better particles. Optimize it a bit more. Sound effects. Sometimes the whole building doesn't come down. But this won't be a common occurrence in regular gameplay, and it's kind of awesome.
shatter :) (super wip but im happy with this so i will only post it here)
Experimental urban destruction. There's some stuff I need to polish, but its surprisingly performant for what it is. That being said, doing any sort of real time mesh editing is a pain in the ass and I nearly blew my brains out twice trying to do this. It works tough and I'm okay.
Absolutely fucking ridiculous experiments being done with my (heavily WIP) city generation tool. The final game probably won't feature any urban environments like this, for starters I think evil wizard towers new york looks quite ugly. but it's pretty fun to see what I can make.
added more cinematic camera stuff like a pilot view, also testing out a new method for city generation since the previous OSM integration felt cheap and honestly hard to control.
Prototyping a cinematic camera. There's a lot to refine about it and I'm not happy with it yet. But it's also looking cool. I haven't been working much in aggressors however due to working on related things + planning on making a public version of my cockpit tool.
Part of the reason aggressors is taking so long is because i am making my own tools to speed up asset creation. Here is a little example of a cockpit creation thingy majiggy I've been working on.
haven't had much time to actually sit down to work on aggressors but here's an aircraft model WIP. plane that makes really loud fart like sounds out of it's gun and people think it's cool for that.
Did more to the map generation, added huge fields of trees, although I need fix the shader a bit as they vanish when I turn the camera. But at the same time, it looks really good as is! I might also to make the altitude warning optional as its annoying me lol
I've done more improvements to the city + added night time visuals.
Despite being WIP, an alarming number of people asked me how I made my city despite it being honestly in my opinion super basic noob stuff. This compelled me to make a video explaining some of the finer details. Note that "slides" go by fast expect to pause.
Wrote an optimized city rendering system, still WIP so its full of blemishes. But I'm VERY proud on how it looks at the moment. It only uses 1 material for the buildings.
Some misc. screenshots. Lately I've got fed up with most map creation tools sucking for large scale maps such as this. So, I've pivoted into creating a custom large scale terrain tool. The environment generated by it is what you see in these screenshots.
Moon 2: Electric Boogaloo - now for Europa, the second closest Galilean moon. At the time Nova Squadron takes place, there's a demilitarised zone around the Lunar Ocean Research Station...who have just (April 2283) found alien life 100 miles beneath the ice. #gamedev #indiedev
So I know I just said I was going to show off the next region this Saturday, but I got caught up in the Artemis II mission hype, downloaded Material Maker, and now I'm procedurally texturing one Galilean moon a day instead. Here's Io, the closest to Jupiter. #gamedev #indiedev
killing my main battle chuds with my evil rocket pods that i just made. When I started this project I was actually super intimidated of making rockets. I just didn't have the knowledge to make them. Now, it just took a few hours with most of it spent modeling the projectile and pod lol
I've always looked at art trades and thought "damn, those are cool, artists rock". I'm not really an artist, but I have had a lot of practice at one thing: character portraits for NS. Happy birthday to the lead dev of Aggressors: FAC, my close friend/rival/comrade, @sanikkat.bsky.social!
on the last video people were telling me the ships were not firing enough. I changed completely fucking nothing on the guns lol, just added sprites to the bullets which I probably should've done beforehand since it makes things more visible. Now to fix the ship missiles not tracking...
Happy Trans Day of Visibility! It's...not been an easy year, for a lot of trans and enby folks out there. But it's also worth looking ahead to the future, to change, to making the world a better place, little by little. We can do this.
I realized I've been misspelling CIWS my entirely life but I'm going to keep it as CWIS in the things I make because it sounds like cheese-wiz I think that's funny.
Working on anti-ship missiles and further on ship combat. It's a bit rough around the edges but I really like the feel of it so far.