Henry
progalt.bsky.social
Henry
@progalt.bsky.social
15 followers 14 following 32 posts
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Skyboxes. Any texture prefixed with skybox gets treated as a skybox when drawing that sector mesh. It doesn't draw a cube for it, it's just the same wall geometry with a different shader. Meaning skies don't even have to make sense, and you can have many per map

#indiedev #gamdev #boomershooter
Copying how doom does doors, they are just sectors that set the ceiling to the floor height and then on open move towards the ceiling height of the tallest bordering sector
Not many visual changes, but doors work with Interactions and they can be on timers. Switches and keys are next. When you move into shaded sectors it also darkens the weapons. Map format has been moved from binary to JSON based for flexibility.

#gamedev #indiedev #boomershooter
Been working on my engine, most changes in the map editor, but it can now define shade per sector for lighting. Working on line and sector types for triggers and doors now. I think Lua could also be cool to embed

#indiedev #gamedev #boomershooter
I've got like a rough idea of what the game I want to make but its likely going to change as the engine gets better, not committing to anything just yet. The engine is fairly generic as long as I build a shooter game.
Entities work with collisions, they can be pushed. Improved map editor functionality allowing vertex merging, sector splitting and more. A lot of engine changes to make sure it all works.

#gamedev #indiedev
First attempt at a hand and weapon sprite. Hand painted, downscaled and then converted to indexed colours. I think it looks pretty good, but definitely need a better workflow. Especially on the weapon itself, I see why most go for 3D models now.

#gamedev #indiedev
Working on painting sprites for the hand and guns. This will be downscaled to about 256x256. Really testing my painting ability. Dreading doing animations frames

#gamedev #indiedev
Progress report: map saving and loading, textures on walls and sector floors and ceiling. And a fairly decent editor for doing it all. Textures are stored in a .zip archive and it can load multiple of these archives. Also started work on entities.

#gamedev #indiedev
Working on a retro FPS engine. Player physics and collisions, map editor with live updates. In game dev console with CVars. All in C. Going pretty well so far. Next step is probably some textures and some better lighting, and cleaning up my code.

#gamedev #indiedev
Working on UI in C++, implemented containers and flex boxes roughly. Still very WIP. #ui #cpp
The urge to start making random niche tech YouTube videos is strong at the moment
Remembered blue sky exists...
So some more progress on my asset library thing, inspired by quixel bridge. Materials can be imported, it generates a thumbnail and then adds it to a local library. Fully interactive viewer. Textures are all streamed to avoid slow down. #indiedev #SoftwareDevelopment
Ok so after about a day or so I have a material renderer mostly complete for a side project I'm working on. Still some WIP features like self shadow. Aim is making it look good doesn't need to be performant as its a material preview window. #gamedev #indiedev
Animations are difficult but here is todays progress. Working a bit on AI and animations for the monster attack. As well as making the torch feel more natural. I think some blood spewing from the mouth as part of the attack would make it much scarier. #gamedev #indiedev
I've been working on reimplementing some things in my game and transitioning to an RE7 like game. I want something genuinely scary without jumpscares and so far pretty happy with the progress. #gamedev #indiedev #horrorgame
Still WIP but I'm really happy with how its going so far, sculpting, did retopology, textured all by me. And for a first time of doing all that for humanoids I think it looks bloody good and hopefully disgusting and scary. #gamedev #indiedev
While I usually prefer programming I've been having fun sculpting monsters over the last few days, this one is still very rough but I am quite proud of it so far. #gamedev #3dmodelling #indiedev
Been reworking some of the graphics and I'm fairly happy with the sort of look now. Need to get some props done and then gameplay features. Still need to figure out how to light the player since environment lighting is baked. #gamedev #indiedev #unity
Been working on lighting and texturing today, once i've figured out what I want the game to look like I can move onto more stuff. Most of the lighting here is baked and low detail. I'll be keeping most of the lighting baked for perfomance. But i'm happy with the result. #gamedev #indiedev #unity
Today has mostly been focused on texture and getting comfortable in substance painter. While its still early I wanted to get an idea for what the game could look textured. I've tried to keep texture resolutions low and I'm actually quite happy it has a nice style to it. #gamedev #indiedev #unity
A look at the cinematic fixed camera I've been from something like silent hill games. Works surprisingly well much better than I thought it would. #gamedev #indiedev #unity
Just throwing on and tweaking some Post processing creates some great results. Might tweak a bit but already getting a pretty good vibe for a horror game I hope. #gamedev #indiedev #unity
Been testing out giving a sort of atmosphere to the game as well as some art assets. Made some hospital props and modular building parts, because horror and hospitals go well together :) #gamedev #indiedev #unity