Rune Skovbo Johansen

Rune Skovbo Johansen

@runevision.bsky.social

Indie game developer, procedural generation enthusiast, Dane in Finland. I made Eye of the Temple, now working on The Big Forest. ๐Ÿ“ Turku, Finland ๐Ÿ”— https://runevision.com https://www.youtube.com/c/runevision https://mastodon.gamedev.place/@runevision

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Hi! I'm Rune, a full-time solo indie game developer (art, design, code, ...). After releasing my first game 'Eye of the Temple' I've been busy developing procedural generation tech for my current game 'The Big Forest'. I often post about it; here's a sampling of my experiments. #GameDev #ProcGen

Rune Skovbo Johansen reposted

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

Rune Skovbo Johansen reposted

The corner restaurant has finally opened #gamedev #indiedev

Mr F@guycalledfrank.bsky.social

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

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. ๐Ÿ˜… #ProcGen #GameDev #IndieDev

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Lakes in adjacent cells of same height are now merged into combined lakes. Easier than expected. Lakebed height is based on distance to cell edges, and I could simply skip merged edges while iterating. And for the water mesh, some vertices just needed to be pushed in different directions. #ProcGen

The Incident at Galley House ended up being our favorite deduction game since Obra Dinn. Time-and-place-mechanics aside, why on Earth are the people acting so strangely? The conversations, and some curious psychological phenomena, are simply expertly written. store.steampowered.com/app/3641000/...

store.steampowered.comThe Incident at Galley House on SteamIn 1936, something terrible happened at Galley House. Decades later, with a strange contraption that reveals echoes of the past, you must uncover the truth behind this grisly mystery. A new puzzle fro...

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. ๐Ÿ˜… #ProcGen #GameDev #IndieDev

The procedural lakes are really taking shape now! No more trees or grass under the water! (Still some towers and paths though; one thing at a time...) I only used existing splat-maps and textures here (grass, cliff, forest, gravel) but it's fairly serviceable. #ProcGen #GameDev #IndieDev

Everyone is being so polite, not pointing out my failure at basic arithmetic. Anyway, glad youโ€™re enjoying my silly old prescient blog post from, err, 14 years ago, I think.

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I made it possible to make sloped walls in my relaxing building game ๐ŸŒณ๐ŸกIsland architect๐Ÿก๐ŸŒณ Starting to really feel like the buildings system is coming together, with a good balance of flexibility and it just doing the sensible thing for you. #gamedev #indiegamedev #indiegame #cozygames

I'm working on adding large-scale structure to my procedural terrain based on Voronoi-esque cells. Down the line, this allows me all kinds of level design control not possible with traditional noise functions. For now I've tested it with largely flat cells at 3 heights. #GameDev #IndieDev #ProcGen

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New website, new weird layout! jonikorpi.com Scroll down to skim through sections, scroll right to drill into a section. Same idea on all devices.

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ok here we go ๐Ÿ Spaghetti Celesti: Devour the Heavens โ›… is out now for free!! ๐Ÿด the best pixel spaghetti of your life โ†ช๏ธ prepare them & fork them perfectly โญ get those 5-stars reviews ๐Ÿ˜ก and be quick ! the people are hangry play it at punkcake.itch.io/spaghetti-celesti #fallingblockjam #pixelart

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Made some progress on windows for my relaxing building game Island Architect! Placing windows now makes actual holes in the building! Will also make it possible to vary the window style, add details and more! Also glass roofs for greenhouses. #screenshotsaturday #indiegames #indiegamedev

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Astrophotographer Adam (AJ) Smadi caught this image a few hours ago from Washington state. A thin crescent Moon, sunlight illuminating the rugged lunar surface. And 2,400 times farther awayโ€”and on the other side of the Sunโ€”mighty Jupiter, and its moons Io (left) and Ganymede (right).

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The project also includes my own tone mapper called Tony Vibrant. It uses most of the output range for input colors a few times brighter than the output range. Minimal loss of saturation, and a moderate shift of hues. It's inspired by Tony McMapface, but it's simpler and creates brighter outputs.

I work from home, but recently started frequently walking my partner to her workplace 2 km away to get a bit more out the door. With a slight detour, I can take this wooden walkway along the river on the way back. And we live in the city center, mind you! Did I mention I like living in Turku?

Several people suggested I check out the Khronos PBR Neutral tone mapper. The article about it sounded promising. It has many similarities to my own hue preserving one. But in practice it looks terrible under various conditions, to such a degree that I'm surprised it has won the respect it has.

Another tone mapper many suggested was the Gran Turismo 7 tone mapper, which looks promising too. It's not a simple function though, and getting a LogC encoded LUT of it that I can test requires a bit of work.

Join me for a sunrise walk? I've implemented time-of-day, better atmospheric scattering, airglow so the night sky isn't pitch black, boosted ambient lighting in the dark, and carefully managed transitions. Still missing an actual sun ๐Ÿคฆ, moon, stars, and sunrise time stretching. #GameDev #IndieDev

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A timelapse of invisible-particle-based cloud movement. Still happy with how these turned out! #indiedev #gamedev #indiegames #screenshotsaturday

Rune Skovbo Johansen reposted

Rune Skovbo Johansen reposted

Added a bit of noise to the moon disk so it doesn't look flat. Here are some glamour shots of the newly added moon (bonus eclipse)! #gamedev #indiegame #procgen

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๐Ÿ”ด๐ŸŸก๐Ÿ”ต BIG WALK ๐Ÿ”ด๐ŸŸก๐Ÿ”ต Out now on Steam, Nintendo Switch 2, and PlayStation 5. Hooray!

I've been experimenting with volumetric clouds. This is based on Enviro 3 from the Unity Asset Store, with a whole bunch of hacks of my own to work with my atmospheric perspective, low horizon, and other tweaks.

I learned recently that the skybox I use has an artificially low horizon, which actually makes my landscapes look better. But it means I had to make the clouds curve down to "meet" the horizon. After futile attempts curving them in 3d, I settled on curving them "in 2D" stretching the image.

Here's a video flying up to the clouds. I had to implement a limit to the ray distance to avoid holes being carved into the clouds at horizon level. The fix makes distant clouds disappear when approaching cloud altitude, but that seems like a much better tradeoff.

Hundreds of YouTube comments, yet nobody mentions the surprise out-of-the-blue amateur a cappella performance amidst the graphics commentary. I must simply have done it *too* well, is clearly the only possible conclusion.

Steve Streeting, founder of the open source Ogre3D game engine way back in the day, is currently making an Unreal-based online multiplier game with silly wizards together with his partner. He just uploaded his first devlog video here:

Steve Streeting@sinbad3d.bsky.social

I've posted my first MinerMancers dev log! Finally! ๐Ÿ˜„ Do let me know what you'd like to hear about next, if you have a preference. If a particular subject gets more requests I'll be sure to prioritise it. Hope you enjoy! youtu.be/-wdz4vMpIzA

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In my game Rhythm Doggo, when a NPC dog should jump from a platform to another, it calculates exactly which jump strength it should have to land at the correct spot given the position, velocity and acceleration That code worked perfectly. Selecting which side of the platform to jump from did not