Elias Frost
banner
theeliasfrost.bsky.social
Elias Frost
@theeliasfrost.bsky.social
Former pixelartist. Developing unnamed RPG for funsies. I like ⌨️ programming, 🔧 3D modeling, 🎨 painting, 📖 reading and ✏️ writing. 🎹 music on the side. Proud AI-luddite

📚 Studying to become a teacher of history and literature.

Stockholm, Sweden
October 24, 2025 at 6:53 PM
People making strategy games...

Hear me out...

Thank me later, 10% of royalties sounds about right.

#gamedev
October 13, 2025 at 8:48 AM
This is all you need to do:

#gamedev
October 2, 2025 at 7:13 PM
Who needs river simulations when you can just mess with the UVs a little.

(Looks like complete ass right now, this is just testing)

#gamedev
October 2, 2025 at 7:10 PM
Youtube guy making a shader tutorial for Unreal: "Hi guys, today I'm going to show you how to make simple fresnel effect in unreal!"

The shader graph:
September 11, 2025 at 9:12 PM
The current working idea for how to handle world cells in the game.

#gamedev #unrealengine
September 1, 2025 at 10:03 AM
Saving and loading cells now work, including spawning items into any given cell and having it register correctly. With a combination of spawners (designer placed) and cached entity lists (dynamically added/removed) I can save & retrieve items from a specific level trivially.

#gamedev #unrealengine
August 27, 2025 at 10:05 AM
No open world RPG is complete without this kind of chaos. (I got a sudden urge to model a cheese wheel as well).

#gamedev #unrealengine
August 25, 2025 at 1:56 PM
Bow and arrow has been (mostly) implemented aside from a few things that need to be fixed. I made it so that projectiles have the arrow item as an attached payload so that it spawns the item on impact (works with custom enchanted arrows as well).

#gamedev #unrealengine
August 14, 2025 at 7:01 PM
Enemies can now block and they respond to your actions through the same stimuli system as other AI states, though way more complicated where internal parameters are taken into account. Also added some movement to the character to make it feel a bit more dynamic.

#gamedev #animation #unreal
August 4, 2025 at 11:27 AM
Testing some combat animations I made today. It's still a bit buggy (and the enemy can't block yet) but I think the idea is there.

#gamedev #animation #unrealengine
August 2, 2025 at 5:47 PM
Working on the locomotion for the game (animation, camera movement etc.). Also, having different kind of armor will have different layered footstep sounds.

#gamedev #animation #unrealengine
July 29, 2025 at 3:25 PM
The little movements are just as important as the big ones.

#gamedev #animation
July 28, 2025 at 10:31 AM
A very serious game:

#gamedev
July 21, 2025 at 9:39 PM
"oh hi there"

#gamedev
July 21, 2025 at 1:22 PM
Nightmare fuel

#gamedev
July 14, 2025 at 8:58 PM
Spellmaking is now implemented. You can create any spell as long as you have the ability to cast it without any buffs to your "mana".

#gamedev #unrealengine #c++
July 9, 2025 at 9:52 AM
Got enchanting up and running. You can customize the enchantment however you want with mixing cast trigger and target. For example, you can make something goofy like this enchantment: when you hit an enemy with the weapon, you get blind.

#gamedev #unrealengine #c++
July 5, 2025 at 1:02 PM
The lockpicking minigame:

You move the cursor and listen for the picking sound to get louder and the tumbler to start filling. The closer you are to the sweet spot, the faster it fills.

If you click inside the sweet spot you can attempt to force the lock which saves time and durability.

#gamedev
June 13, 2025 at 6:39 AM
This one has saved my life a not insignificant number of times
May 2, 2025 at 6:39 AM
I'm a solo dev working on a RPG during my spare time while studying at university. The game is about the introduction of fantasy magic into a low-fantasy setting. It takes major inspiration from greek drama and surreal literature. The game has no main story but is instead composed of story vignettes
March 24, 2025 at 8:02 AM
Another example
March 15, 2025 at 5:45 PM
Been doing some landscaping. I use large meshes that define the geometry and the landmass connect the parts. It works very well.

#gamedev #indiegames
March 15, 2025 at 5:43 PM
Show me the four GAMES that influenced YOUR current game project.

#gamedev
March 7, 2025 at 6:18 PM
Some more clothing. Part of the common "expensive" set.

#gamedev #gameart
February 27, 2025 at 11:32 AM