WereCoder
werecoder.gamedev.blue
WereCoder
@werecoder.gamedev.blue
🕹️ Solo Game Dev 🎮 Former AAA Dev.
🌳 Working on a survival game right now.
🔁 I repost Indie Dev progress.
I made a DCEL for #ProcGen dungeons. I'm working on the "Just make it exist" part of the meme. I'll add the "dark and scary" later. E.g. I'll fix the door gap, add room variety, and flesh it out with real art, enemies, and dimly lit torches.

en.wikipedia.org/wiki/Doubly_...

#GameDev #IndieDev
November 10, 2025 at 1:23 AM
#IndieDev trick. Spawn debug soccer balls to quickly test whether the visible geometry and physical geometry are aligned.

And of course, it makes game dev more fun. 🙂
October 27, 2025 at 6:41 PM
Why does your game have finger guns?

Actually, strike that.

Why does every game not have finger guns?
October 23, 2025 at 3:03 PM
Refactor 10,000 lines of code
Run -> 𝑊𝑜𝑟𝑘𝑠 𝑓𝑖𝑛𝑒 𝑜𝑛 𝑓𝑖𝑟𝑠𝑡 𝑡𝑟𝑦.

Me: Something's not right.
Me: I forgot to start calling the new code didn't I?

Check code. Yup.
𝐸𝑑𝑖𝑡 𝑐𝑜𝑑𝑒 𝑡𝑜 𝑎𝑐𝑡𝑢𝑎𝑙𝑙𝑦 𝑢𝑠𝑒 𝑡ℎ𝑒 𝑛𝑒𝑤 𝑣𝑒𝑟𝑠𝑖𝑜𝑛.
Run -> 𝐶𝑟𝑎𝑠ℎ𝑒𝑠 𝑜𝑛 𝑠𝑡𝑎𝑟𝑡𝑢𝑝.

Me: Much better.
October 22, 2025 at 9:49 PM
I'll be working on dungeons, mines, and caves soon. What games should I reference for "good dungeon design"?

#IndieGame #IndieDev

(Image is "Monomyth". I'm playing it now.)
October 14, 2025 at 8:35 PM
Anim bug is fixed.

Video:
Weak first skeleton. Flinches take over all animation and prevent other actions. (He's stunned during the flinch.)

Second skeleton is stronger. Same animation but additive and reduced by 70%. He's hit, but not stunned. He can still counter-attack.

#GameDev #IndieDev
October 14, 2025 at 4:47 PM
Closer but ... still very wrong.
October 13, 2025 at 9:49 PM
Animation bugs are the best bugs in #GameDev.

(That's supposed to be an additive flinch animation.)
October 13, 2025 at 8:32 PM
October 13, 2025 at 3:15 AM
I have a bug where the client thinks a skeleton has been killed, but the server says otherwise. This is known as Bad™.
October 6, 2025 at 11:28 PM
October 5, 2025 at 3:48 AM
I'm an #IndieDev building a custom engine for my medieval fantasy survival game.

Some things I've done so far:
Simulation with client / server networking
Basic DX12 renderer
Asset pipeline
Character movement and animation
#ProcGen world creation
Basic UI
Basic Audio
Basic Health / Combat
October 5, 2025 at 12:07 AM
There's a 1:1 mapping from a square grid to a hex grid. First scoot every other row over by half of a square (see back grid below). Then bend the horizontal lines so they angle up and down as they connect the verticals (see blue lines).

Might not solve the original problem, but it exists.
October 2, 2025 at 10:57 PM
September 27, 2025 at 12:27 AM
This sprouted in my yard out of nowhere. It's either a beautiful flower that I've never seen before or an alien that's going to kill me in my sleep. Does anyone know which one?
September 23, 2025 at 3:58 AM
Let's play "Spot the bug".

This is code I just wrote to process animation events. When a certain point in an animation is played, FireEvent() is called. This results in a sound being played. 🎵

Symptoms: The first event worked fine. After that, the sound always played twice.

Solution in thread. 🧵
September 19, 2025 at 10:33 PM
Also, forgive me, but I don't get many opportunities to post this gif.
September 19, 2025 at 4:20 PM
I am viewing your post from the IndieDev feed. You're in.

They're algorithm based (tuned by individuals, not corporations). Generally they look for keywords and hashtags then weigh each by number of reposts and/or likes. Some may even consider individual authors or reposters.
September 18, 2025 at 10:05 PM
The video compression masks how pretty this gem really is. Screenshot for comparison.
September 18, 2025 at 2:55 PM
Personally, I would paint the rivers as going in one edge through the middle of the tile, and then going out of another edge. Then you just connect river edges together to form the rivers. This image has an example from a board game:
September 18, 2025 at 3:37 AM
I've used it. It's raw assets so it won't be integrated into Unreal or Unity or whatever engine. But my experience was smooth. Assets are usually pretty cheap there, but you can find free assets (see screenshot) if you want to give them a try with no risk.
September 17, 2025 at 7:30 PM
September 12, 2025 at 2:43 PM
Nice demo!

I notice that in this spot the line hits the wall and then snaps about sixty degrees left. If it rotated smoothly left, I think it would properly follow you around that corner. Is that possible?
September 9, 2025 at 8:24 PM
That takes me here...
September 7, 2025 at 2:44 PM
Questions for #IndieDev who have shipped a game with store bought assets:

Did you get any feedback from your players (not other #GameDev, but actual players) about your store bought assets?
Did anyone actually rate your game lower?
Or mention it in their review?
Any other fallout?
September 4, 2025 at 6:09 PM