Daniel Aagentah

Daniel Aagentah

@aagentah.bsky.social

Programmer & audio-visual artist. Founder of Rendah Mag; author of nw_wrld software; currently developing NOMIAD. https://daniel.aagentah.tech/

689 followers1K following128 posts

pressure is very much on to put absolutely everything into the game. FYI: I don’t yet have a release plan in place. the intention is to go at my own pace, but will say that I intend to move fast and not scope-creep into a forever project. play-testing will happen soon 🤍

in a game about being a droid on an off-world mining planet, it only made sense that, through progression, you could eventually get hold of some droids of your own and programme them for specific tasks.

View full thread

you can say, "When X happens, do Y." X could be any number of conditions, such as enemy, target range, various health or ammo statuses on the ship, and Y could, of course, be manning certain turrets, calling in certain airstrikes, and various forms.

eventually this feels like a nice way to do progression and then also helps solo players do some of the harder objectives without needing to do coop necessarily. #nomiad #indiegame #webgl #scifi #openworld

in a game about being a droid on an off-world mining planet, it only made sense that, through progression, you could eventually get hold of some droids of your own and programme them for specific tasks.

the way that I've incorporated this is heavily inspired by the Gambit system from Final Fantasy XII, if anyone remembers it. it's effectively an easy way to set up roles for various entities based on sets of conditions.

whilst completely optional I've been wanting to flesh out the combat systems for NOMIAD over the past few weeks, adding in: new gunner pod turrets; various weapons; various modules for combat.

other aspects of the game allow you to effectively do logistics, research, and covert ops contracts, but ultimately events of this world will have you stumbling into large-scale battles on occasion.

knowing how to navigate those in a fully simulated economy will be important and critical for you and your crew. #nomiad #steam #indiegame #scifi #openworld

NOMIAD isn't about making choices as much as it's just about bearing witness to a never-changing world. The planet will function as a complex economy, whether you're participating or not.

from a technical point, this means keeping track of all of the lifecycle events for entities, ships, mineral deposits, ammunition, guns, and even the weather in both an online and offline dual system.

this means even for the things not currently rendered for the player, there are events being managed in offline data tables such that when the player gets close enough to those areas, they're rendered graphically in the derived state that you would expect #nomiad #indiegame #openworld #alife #scifi

adding a gunship terminal! i'd be lying if I wasn't inspired by that classic modern warfare mission in the AC-130. I'm very happy to be able to add a somewhat similar concept into my game here.

View full thread

at that point the WebGL instance will create an additional canvas, which is the camera you see on the terminal screen. in this moment you're essentially running two renderers for the game.

it's important that there's a lot of stuff excluded from the one in the terminal, which you probably wouldn't see because of the fog. There are also a few shaders to show exactly where enemies and friendlies are and things like this

adding a gunship terminal! i'd be lying if I wasn't inspired by that classic modern warfare mission in the AC-130. I'm very happy to be able to add a somewhat similar concept into my game here.

to share a bit of technical information: when the player activates the terminal, it will holler the nearest dropship to your location, usually around 10 seconds away from wherever you are and, in any given moment, based on the ratio in the map.

with the game being built entirely in WebGL, figuring out how to do base and building design has been a challenge. I eventually landed on creating a basic editor that reuses the same components that a player uses to build their own hovercraft

It's turned out well as part of the process that I massively enjoy. This is the industrial complex, which the player should come across much later in the game.

housed here are: an industrial faction, mining contracts, mining equipment, life cycle events for how minerals are deposited and processed here for off-world collection #nomiad #indiegame #scifi #openworld #webgl

one of five facilities that have been added to the game so far; each with their own life-cycle events, terminals, objectives, and purpose in the world. #gamedev #scifi #indiegame #threejs #nomiad

in NOMIAD; small things like this are progressively adding to the world-building, making sure everything has a lifecycle event, even the interactions between building your own hovercrafts and how they appear in the world #threejs #nomiad #gamedev #indiegame

ultimately the events of NOMIAD take place on an otherwise massively hostile world with frequent storms and radiation. The fauna here has been designed with lifecycle events that react to the planet itself, regardless of what you're doing as an individual

NOMIAD is about choices, not only in terms of playstyle but in the way in which you react with the world. You frequently come across these distress facilities and how you choose to answer these calls will affect your progression downstream with the various factions in the game

It's been a long few weeks to decouple a typical traditional menu system to this diegetic one. It's small things like this I hope will add to the immersion of an otherwise graphically limiting game, playing within the limitations of WebGL.

It doesn't have to just mean obfuscating and adding veneers to things. It can also mean trying new mechanisms for how the player makes decisions in an open-world dystopia

In NOMIAD, what you can do is a by-product of how you build your hovercraft. Fit for covert-ops, heavy hauls, mining operations, salvage runs, scouting, blockades, drone barges, or literally anything based on a combination of dozens of modules and play-styles. #steam #game #alife #webgl #nomiad

View full thread

I intend to push NOMIAD to its absolute limits as an example of what is possible using web languages. In this game, you are a droid assigned to an off-world mining operation.

Build and pilot a hovercraft with full autonomy, take on contracts, and serve the benefactors of this world. In NOMIAD, your service is indispensable. Fortunately, you are not. #webgl #steam #scifi #game #openworld

Over the past year, this project has been taking shape as a proof of concept for adding true simulation mechanics, lifecycles for all entities, and a fully immersive experience within the limitations of this technology.

for the past 6-months I’ve been developing an off-world SCIFI game that runs entirely in JavaScript. no engine, no editor, 100% WebGL with full multiplayer capability. the game pulls from many of my inspirations and includes A-LIFE simulation theory as a fully open-world non-linear concept.

a huge project for me to take on; I intend to push this technology to its absolute limits in both utility and world-building. looking forward to finally sharing more on the concept 🤍

View full thread

- progression & onboarding; designing the playthrough such that no tutorial is needed. users should naturally progress without it feeling guided or linear in any sense. - functional interaction; a fully diegetic system without on-screen menus.

- controlled complexity; supporting 1-6 users, with each role emerging from optional support/leadership/aggression mechanics rather than a traditional role-system. if anyone fancies a play-test just say the word <3

these past months have turned a small & experimental proof-of-concept into a full obsession. NOMIAD is quickly evolving and I've had some help playtesting new features each week.

—Sets, tracks and modules can now be duplicated in one click —Live input activity shows in the dashboard footer as it arrives —Projects survive crashes now; saves are atomic with a rolling backup —Dashboard and projector both run lighter under live input

hello friends; nw_wrld v0.6.0-beta just released. a few updates to the software: —Audio threshold meters now sync with the active track —Starter modules can be rewritten and replaced from the UI —New CubeGrowth module added for 3D visualisations —Expanded tests and CI improvements for reliability

the project is very much still going through it's maturing stage whilst feedback has been coming in. it's also great to see people submitting pull requests and bug fixes for the project still; thank you for being here.

hello friends <3 nw_wrld v0.5.0-beta just dropped; officially as native application for macOS, Windows, and Linux. you can now use this as a piece of software without running it through a terminal environment. this is a huge step for the project as the number 1 request this past month.