ByteSeb

ByteSeb

@byteseb.bsky.social

YouTube Content Creator and Solo Developer of Project Neonwilds: A Cyberpunk Survival Game.

61 followers4 following83 posts

Redesigned the grass meshes. They have a better distribution, more natural color palette and variation, which makes hiding the planes easier without requiring so many of them close together. #gamedev #indiedev #indiegame #solodev #godot

Forests in the game are now fully destructible! It's not just a detail. Players could build bigger and more resistant ships to gather wood faster. I'm experimenting with wind physics and cities can now adapt to the elevation level. #gamedev #indiedev #indiegame #solodev #godot #screenshotsaturday

I rewrote the glide state. Now it works like in the Arkham games, allowing more flexible and natural movement. And what better way to show it with the new terrain, vegetation and prop generation! #gamedev #indiedev #indiegame #solodev #godot

Added ship building! Each part has its own weight and affects the ship balance. This encourages the player to decide the layout strategically. Everything has a tradeoff. #gamedev #indiedev #indiegame #godot #solodev #screenshotsaturday

The streaming system is now layered, separating procedural generation from chunks. An entire city island can be generated, but it only loads a portion of that city, improving performance. #gamedev #indiedev #indiegame #solodev #godot #screenshotsaturday

I'm experimenting with weight simulation. The player's inventory is small, so they have to prioritize the best loot, dropping it as physical objects. It gives an incentive to expand the ship, but also, to keep in mind the weight of each part and item #gamedev #indiedev #indiegame #solodev #godot

I'm aware of my limitations as a #solodev. So I came up with the idea of generating buildings procedurally. Instead of taking hours-days to create one of these, I can do it in seconds with almost infinite variations! #gamedev #indiedev #indiegame #godot

So far, performance is good enough. It can remain at ~100FPS at 1440p. I render it using MultiMeshes, so the draw call count is very low. I'm sure there are a few optimizations I could do and it still lacks a few features I'm planning to add.

I rewrote the ship controller. It is now more realistic and it will be used as the base for all ships! Procedural generation of cities has improved enough to be able to generate an entire island as the player moves! #gamedev #indiedev #indiegame #solodev #godot #screenshotsaturday

The player can travel between levels by flying their own custom ship! While traveling, they can also encounter other ships and raid them in different ways! #godot #gamedev #indiedev #indiegame #solodev

Implemented basic fire spread! Fire will spread to surrounding structures based on its flammability properties. Enough damage can cause a structure to collapse. So items like extinguishers will be useful. Thunder strikes can also set things on fire! #gamedev #indiedev #indiegame #solodev #godot

Implemented basic foot placement IK, making the player adapt to the surface it is standing on! #gamedev #indiedev #indiegame #solodev #godot

Finished the blockout for a new, non-humanoid enemy! I'm not the best with 3D models, but it's enough for now. It's still missing textures and a name. So suggestions are welcome. #gamedev #indiedev #indiegame #solodev #godot #timelapse

I rewrote the inventory's code and UI. Operations should now be more efficient and reliable! I've also added new animations using the system I had created. #gamedev #indiedev #indiegame #solodev #godot

Thanks to #godot 4.7, I was now able to make a modular UI animations system! It also supports sound effects and vibration. I still feel like it could use a different sound effect or a different animation. What do you think? #gamedev #indiedev #indiegame #solodev #screenshotsaturday

Added thunderstorms. They can affect the volumetric clouds and strike on random spots! I wouldn't really call myself good with shaders, but I think this one turned out pretty good 🥳 #gamedev #indiedev #indiegame #solodev #godot

Player built structures can now interact with particles! It makes it so that raindrops don't clip through the geometry. #gamedev #indiedev #indiegame #solodev #godot

The building system now works using snap points! It makes it possible to define common connections between structures, so it's easier and faster to build. #gamedev #indiedev #indiegame #solodev #godot

I added basic structural integrity. This prevents floating structures. As of now, at least a single piece needs to be connected to the ground so the building won't collapse. #gamedev #indiedev #indiegame #solodev #godot

I finally managed to improve the fire effects in my game! 🔥 I use a combination of particles and a shader that blends and distorts many noise layers together. It will be useful for the new features I'm going to implement. #gamedev #indiedev #indiegame #solodev #godot #screenshotsaturday

Debris from destroyed structures can now damage other structures (and characters), creating chain reactions! #gamedev #indiedev #indiegame #solodev #godot

I'm implementing a new fully data driven chunks system for my game's map and static structures. It uses no nodes! It should improve performance, allow having an almost fully destructible map, prevent floating structures, improved fire spread, etc. #gamedev #indiedev #indiegame #solodev #godot

I thought my UI looked a little bland, so I added this glow effect when the cursor gets close to clickable UI objects! You can change the intensity, mask and color. It's subtle so it doesn't compromise on contrast. What do you think? 👀 #gamedev #indiedev #indiegame #solodev #godot

Enemy pathfinding now works in procedurally generated streets and buildings! #godot already takes care of merging individual NavigationMeshes, so it works great. #gamedev #indiedev #indiegame #solodev

I'm considering changing the procedural generation so that it arranges buildings in stacked floors originating from a main pillar. Like a tree. It makes traversal more interesting, but I don't know if it looks too unrealistic or makes the layout more confusing #gamedev #indiedev #indiegame #godot

I'm working on interiors and new furniture!. The player can now sit on couches and toggle a first person camera as a small immersive detail. #gamedev #indiedev #indiegame #solodev #godot

I recently posted my survival game's first devlog and I think Youtube is trying to send me a message lmao #gamedev #indiedev #gaming

Experimenting with floor procedural generation. I can make complex and layered surfaces easier. Like canals, tunnels, alleys or surfaces with different heights. #gamedev #indiedev #indiegame #godot

Experimenting with different building designs and prefab based procedural floor generation! #gamedev #indiedev #indiegame #godot

Enemies will now use a utility scoring system to know what is the best item for a situation. They can detect dropped items and steal from containers. It means that they can use your own items against you during a raid. #gamedev #indiedev #indiegame #screenshotsaturday

I used the environmental interactions system to add vertex displacement to the water! The player and props can interact with it #gamedev #indiedev #indiegame #godot

I've implemented an environmental interactions system. It will be used to let the player interact with sand, snow or mud caused by weather changes! It supports many characters and props. So far, performance is pretty stable even with many instances. #gamedev #indiedev #godot

Grass now reacts to player movement! This works for any type of foliage, including plants. The weather can change the wind direction and strength as well. #gamedev #indiedev #solodev #godot

I've improved the procedural generation algorithm to support modular steps with custom logic. Buildings now spawn dummy buildings below to act as support, preventing floating buildings. Saving the game will now save whether a connector was open or closed! #gamedev #indiedev #godot

The game uses procedural generation to build the map. This allows quick iteration, variety, replayability and ensures each player has their own version of the city, with different layers of indoors, outdoors, resources and vertical elements!. #gamedev #indiedev #godot

Began work on the player cover system! It has cover snapping, handles corners smoothly and there are transitions to other states to make it dynamic and smooth! #gamedev #indiedev #godot

Enemies can now take cover based on how close it is to them, whether it's taken by someone else or whether they're exposed to the player. I want the game to have destructible cover to force the player and enemies to find new positions. #gamedev #indiedev #godot

Enemies can now enable ragdoll physics and recover when they've stabilized after being shot or hit by an explosion. I wonder if I should make them attempt to balance themselves. #gamedev #indiedev #godot

You can now save and load the game!. This was harder than I expected and a huge milestone. It supports saving the player's stats, inventory, placed structures, time, weather, status effects, ammo, tracked quests, zone and enemy status and even game settings. #gamedev #indiedev #godot

The title and loading screen are now functional! The game loads scenes using threads to prevent freezing. The background and description text can be changed, so it can adapt to the current zone you were at and show those classic tips. #gamedev #indiedev #godot

Stress testing the game by adding 1000 buildings. It still manages to run above 100fps at 1440p. Due to the shared materials most buildings will have and the merged meshes/collisions, the draw call count is extremely low. #gamedev #indiedev #godot

I've been busy working on the game's modular kit and the saves system. So far, it's been quite successful!. I'm also thinking about starting a devlog series explaining each of the game's systems. #gamedev #indiedev #godot

Now you can drag and hide enemies in containers so their teammates won't see them. The patrol pattern has been improved, allowing enemies to sometimes pick random search points and not just the closest one. #gamedev #indiedev #godot