Elliott Ayling | The Fire Must Grow 🔥
banner
elliottayling.co.uk
Elliott Ayling | The Fire Must Grow 🔥
@elliottayling.co.uk
Software Engineer 🧑‍💻
Game Dev 🎮
Photos 📸

Wishlist The Fire Must Grow on Steam!
https://store.steampowered.com/app/4129050
Keep your villagers safe from the terrors that lie beyond the light. #screenshotsaturday
November 15, 2025 at 11:18 AM
New game! The Fire Must Grow.
A hex-based horror city builder.

🏘️Grow your village.
🔥Tend the flame.
💀Sacrifice your villagers.
👹Meet strange people and creatures.
Coming soon! Wishlist on #Steam !

#gaming #horrorgame #indiegame
November 11, 2025 at 12:18 PM
This game is over 10 years old. Still looks amazing. Arkham Knight.
August 23, 2025 at 9:51 AM
Added a table UI class. Supports dynamic column/row changes and sorting. Editor and runtime support. Here it is tracking total existing resources. Will help me add various stats windows. Quite neat.
#gamedev #madeinunity
August 16, 2025 at 12:28 PM
August 11, 2025 at 12:43 PM
Basic farming system done (sped up). Villager plants/maintains/harvests crops. Crop can fail, be affected by weather, temperature etc, which can effect final yield. Needs some UI, but quite happy at the moment
#gamedev #madewithunity
August 11, 2025 at 11:59 AM
August 6, 2025 at 12:01 PM
August 5, 2025 at 1:02 PM
Quite like this subtle scanline effect #gamedev #madeinunity #shaders
July 23, 2025 at 8:58 AM
Devil's Derby is 20% off in the Steam Summer Sale! Give it a go if you like fast paced shooters.

#indiegames #steam #fpsgames
June 27, 2025 at 9:01 AM
June 27, 2025 at 7:24 AM
June 25, 2025 at 3:34 PM
June 24, 2025 at 12:05 PM
Some early WIP of UI/gameplay. #gamedev #madewithunity #indiegame
June 18, 2025 at 2:47 PM
This gives us the lightmap value! If this is above 0 we just use that, if not we fallback to the regular lighting value. This gives nice separation of areas, a nice falloff into darkness, and also allows partial lit areas to create fully lit areas. Very good.
May 31, 2025 at 1:16 PM
But the main con for this actually is I want partially lit areas to be able to merge into a fully lit hex, if their lightmap value reaches a certain threshold, and this can't do that easily. In fact it doesn't read the lightmap value at all- just mimics the area of it. So not the solution.
May 31, 2025 at 1:16 PM
Pros: Clear separation of lit area. Nice falloff.
Cons: Hard to tell what is partial lit, and the start of the darkness fallout area.
May 31, 2025 at 1:16 PM
Next thing was to use the freeform lighting shapes. Calculate the edges of the lit region and set that as the freeform light shape. Then added another freeform light to add the falloff around it. A range of pointy top hexes makes a more or less flat top hex, so mostly easy.
May 31, 2025 at 1:16 PM
First thing I tried was ignoring lighting system and toggling tiles on/off dependant on hex lightmap value- where partial lit just overlays a semi transparent black tile.
Pros: Easy.
Cons: Objects "clip" at the edges where object is technically on hex, but pixels fall outside of it.
No falloff.
May 31, 2025 at 1:16 PM
Working on "the next thing" which is all hex based with a lighting mechanic. I wanted clearly defined hexes of fully lit (where player can build), partial lit (risky to build here), and darkness (big no no), with a nice fall off at the edges. But how did I do this in Unity? #gamedev #madeinunity
May 31, 2025 at 1:16 PM
Devil's Derby is Steam Deck Verified! And it's also 15% off for the week! Go try it out!
#indiegame #madewithunity #gaming #indiedev #steamdeck
May 13, 2025 at 11:07 AM
Starting to look like an actual game now. #gamedev #godot
April 29, 2025 at 11:27 AM
Making pixel animations is hard. Never done it before. This is my first walking animation. It's not so bad. #pixelart #gamedev
April 27, 2025 at 11:01 AM