Liza Knipscher

Liza Knipscher

@lize.bsky.social

Game dev who loves making randomly generated critters and does so as often as possible. Developing Cookie Gardening and Biolune. Owner of Meep Engine: https://www.meepengine.com/ Biolune: https://store.steampowered.com/app/3070190/Biolune/

8K followers2.5K following1.9K posts

Liza Knipscher reposted

One more cosmic-ish multiscatter render with scattering coefficients being kinda inverse of those seen in Earth's atmosphere (red scatters a lot, green scatters somewhat, blue scatters a bit)

Liza Knipscher reposted

This is Alpine Lake. An innkeeper RPG. Build an inn Care for your guests Make a difference If you’re searching for next fest games, consider trying Alpine Lake. PS after 6 years of dev I still love working on it every day. I’m proud of what I’ve made regardless of the outcome

Andrew 🌲 Alpine Lake@mossygrovegames.bsky.social

🌟Content creators!🌟 New Trailer + Demo Update! Do you enjoy cozy silly life sim games? I'm happy to announce Alpine Lake is participating in #SteamNextFest! Enjoy the new trailer and please help me spread the word! Its been 6 years and I can use all the help I can get!

Liza Knipscher reposted

🪐Our VR sci-fi adventure game is out now!🪐 🌎 Terraform dying planets! 🔨 Fix climates, grow forests, raise shareholder value! 👽 Meet a cast of quirky aliens! 📖 4-6 hr story campaign! 📋 Daily challenges with global leaderboards Available now on Meta Quest 3/3S! vr.meta.me/s/1YqEOrDuyC...

I don't have the concept of "running" right now, only "faster walking." This is probably why animals in real life do running instead of extremely fast walk

Liza Knipscher reposted

Improvised a little lampshade shader that imitates scattered light from inside. Code and details in the comments! :) #gamedev

Liza Knipscher reposted

"Woven" f2 c, p=C.xy/R.y*9 @(9) p*=m2(6,-8,8,6)/7, p+=sin(p.yx+T)/2, c+=fwd(p)*R.y/3e3 O+=dot(c,c);

Ears wiggle intermittently and face toward whatever an animal is paying attention to. These flowers are actually made of ears, which is how this gumdrop is able to listen to you

Liza Knipscher reposted

I'm working on lakes for my procedural landscape. So far the terrain just continues down under the water with trees, grass and all. But just having the ground and water surface generated such that the water edge is never above-ground was a hard-won achievement. 😅 #ProcGen #GameDev #IndieDev

Liza Knipscher reposted

I got bored of the classic orthographically-projected-normal-particles-on-water-surface approach and started looking into more "realistic" approaches 👀 This is just a test with gizmos, once I get that set up with shaders and render passes I promise I won't be neither chill nor normal about it

I’ve been seeing Cat’s updates on this for a while and it looks SO cool

Cat@feles-machina.bsky.social

Finally, the DEEP SIX demo is live on Steam! You can finally try your hand at my PS2/PS3 era inspired stealth action game! #GameDev #DeepSix #GodotEngine #Steam store.steampowered.com/app/5356080/...

I had voxels in for a while early in development, but then decided to shelve them for the time being. I'm re-adding them now and they're just a lot of fun! Excited to see how I can get animals to interact with voxel-based terrain down the line

Liza Knipscher reposted

Replying to @polygoncherub.bsky.social

IDK if it works for yinz, but when I was experimenting with anime outlines, I used an SDF for the inner line-work (generated from hand-draw inks with hacky c-program I wrote), whose threshold is modulated by depth.

I think the animals that are sort of recognizably mammals under several layers of uncanny, impossible legs are actually worse than totally incomprehensible animals

Evolution in my simplified model of an ecosystem tends to defy my assumptions about what animals should look like. For example, perception at the moment does not account for binocular vision, eye size, or even which direction the eyes are looking, so animals rarely end up with two eyes on their head

One challenging thing about letting organisms evolve over generations is that this is a legal way to move, and has outcompeted every other animal in the simulation

Liza Knipscher reposted

I feel like the main struggle developers have when trying to write marketing copy is that they are describing the game they made instead of the player's experience of it