Delta Parsec

Delta Parsec

@deltaparsec.bsky.social

Games get made. How is the interesting part. https://beacons.ai/deltaparsec

39 followers346 following281 posts

Every surface starts as a single pixel in Aseprite, color and normal maps by hand. Into Blender for a bit of noise so the tiling never reads as repeated, then rust multiplied along the seams so it reads as corrosion. Baked to one texture, run in Godot. #gamedev #godot #blender #aseprite #indiedev

Result of some experimentation done recently: hand drawn a tile in Aseprite, passed through custom scripts to bevel and extract a normal map. Then everything into Blender, mixed with a pixelated procedural noise texture and some vertex painting. #gamedev #indiedev #aseprite #blender #textures #b3d

Hit another wall with textures today. Tried a procedural scratched metal tutorial, but ended up with something resembling an industrial kitchen table. Textures are hard to get right, I feel I need to experiment with more styles... #gamedev #indiedev #textures #blender #b3d #gameart

Baked a procedural shader down to PBR maps in Blender. Two gotchas: disconnect metallic before baking diffuse or Cycles darkens the albedo, and bake metallic via Emit since there's no dedicated pass. Maps dropped straight into Godot. #gamedev #indiedev #godot #blender

Booth interior shading: metal plate PBR from Poly Haven via Node Wrangler. Edge rust was the puzzle. Pointiness bled everywhere. Solution: Bevel normal dot-producted against geometry normal, remapped to drive a Mix Shader. Edges only, zero bleed. #gamedev #indiedev #blender #godot #shaders

UV seams on the wrong side of the ceiling bevel. Walls came out curved instead of flat. Moved them one edge over, unwrapped again, everything laid flat. One of those fixes that feels obvious in hindsight. Booth shell is ready for texturing. #gamedev #indiegame #b3d #blender3d #madewithblender

Gave the booth interior a PBR metal plate from Polyhaven, then ran a procedural edge rust pass. The trick: dot product between a bevel and geometry normal to isolate convex peaks. No extra topology, no hand painting. #gamedev #indiedev #blender3d #shader #procedural #b3d #godotengine

How reliable is it to use normal maps for rounding the corners of a window which the player will be staring through a lot? #gamedev #indiedev #blender #b3d #pbrtextures #textures

blocking out the booth interior in Blender. shell, console, lockers, ceiling, workbench. no textures yet, just trying to get the proportions of a cramped operator station right. #gamedev #indiedev #godot

Chased a 4 FPS mystery. Four costs stacking quietly: fog running a full voxel pass at near-zero density, glow blurring every frame, 40 shadow-casting debris nodes, no render scale. Remove the invisibles, scale to 0.75, kill the shadows. 42 FPS. #gamedev #indiegame #godot

Felt like a real Monday today. Created a spherical particle emission, but can't see a single particle when looking at a specific direction. Tomorrow is a new day and my future self will solve this. #indiedev #gamedev #godot

Couldn't wait until tomorrow, something in the scene was interacting with the particles making it almost invisible at certain camera angles. Went with a custom spatial shader for now to disable any environmental interaction. #indiedev #gamedev #godot #shaders

In Spire-13, you orbit a planet. So I built a sky that actually shows it. Planet phases, co-rotating terrain texture, drifting stars and nebula. All driven by a procedural shader. If you're into this kind of detail, drop a comment. #gamedev #indiegame #godot

Delta Parsec reposted

A cool consequence of basing page-flipping on detecting *any* relative motion is that it becomes more than a hand gesture - it's a full physical response! This means I can use *anything* to turn the pages, even by brushing the book against a stationary object. ๐Ÿง๐Ÿ‘„๐ŸŸ๐Ÿซ—๐Ÿ”„๏ธ #GodotEngine #gamedev #indiedev

Zombie Zi@majormcdoom.bsky.social

Aw hell YEAH! This motion analysis tech has exceeded my expectations. Rubbing my face in that plant in VR was surreal. ๐Ÿ“•๐Ÿชด๐Ÿงน #GodotEngine #gamedev #indiedev #VR

Designed this delta-shaped starship in Blender to use as avatar and cover for Delta Parsec. Quite a few back-and-forths but pretty happy with the result. The greeble texture is procedural, from this tutorial: https://www.youtube.com/watch?v=CC0pyI7rR90 #blender #indiedev #gamedev #b3d

Added a flicker to the booth lights when the grappling hook winds up. Five chained tween steps โ€” two quick pulses then a smooth settle to near-dark. Small thing, but it makes the hook feel like it costs something. #gamedev #godot #indiedev

Showing up progress of your indie game in social media is key for getting feedback and visibility, but oh boy, it's such a hard work to set up a proper pipeline for recording and editing the sessions! #indiedev #gamedev

I've been considering gdscript over C#, no particular reason in mind, just gut feeling at this point. Been using C# so far for being more familiar, but seems like there are more resources in gdscript, maybe... #godot #indiedev #gdscript #csharp

You're in a booth drifting through debris. Cryo-pods at the edge of radar range. Pull the lever, fire the grapple -- no repositioning, no abort. Solo dev project, very early. This is Spire 13. #gamedev #godot #indiedev

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