Kirk
@kirkwoodes.bsky.social
350 followers 46 following 58 posts
Amateur game developer in C
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Reposted by Kirk
nekobeko2024.bsky.social
ねこべこ@ゲーム開発中
@NekoBeko2024
#フラップ下げてやる

こうですか?わかりません!

store.steampowered.com/app/3728180/...
kirkwoodes.bsky.social
Fixed some depth precision issues with the island shadow volumes, so now their shadows look sharp at any distance #gamedev #flightsim
kirkwoodes.bsky.social
Still needs a bit of blending, but I've added some new stencil shadows to the floating islands that look much better at a distance than just the shadow maps alone #gamedev #flightsim
kirkwoodes.bsky.social
The new clouds still need some better lighting effects, but chasing planes through them feels pretty good #gamedev #flightsim
kirkwoodes.bsky.social
#gamedev #flightsim
kirkwoodes.bsky.social
I've had a hard time deciding whether to implement volumetric clouds or something simpler, but the volumetric clouds are starting to look really good mixed with the floating islands #gamedev #flightsim
kirkwoodes.bsky.social
They're still a work in progress, but I've been making some new clouds #gamedev #flightsim
kirkwoodes.bsky.social
The first person view has been broken for a while, but now it's fixed #gamedev #flightsim
Reposted by Kirk
why485.bsky.social
Made this last night because I wanted to have an example I can point to whenever I see people have bad player ship/plane/vehicle/camera controllers that just 1:1 mirror game input and how much of a difference even a tiny amount of smoothing can make to game feel.
kirkwoodes.bsky.social
Revisiting the way enemy planes get fatigued. They'll still start to make shallower turns over time, but should be able to keep avoiding the floating islands a bit better now #gamedev #flightsim
kirkwoodes.bsky.social
Starting to test some scaled-up dogfights. Enemy planes will now spread themselves out across multiple targets instead of all ganging up on the nearest one #gamedev #flightsim
kirkwoodes.bsky.social
#gamedev #flightsim
kirkwoodes.bsky.social
You can do this now #gamedev #flightsim
kirkwoodes.bsky.social
#gamedev #flightsim
kirkwoodes.bsky.social
Redid the afterburner effects and added a bit of color to the exhaust #gamedev #flightsim
kirkwoodes.bsky.social
Yup, the red is just a mask. I still need to play with the shape a bit, but at least I don't have to place them by hand for each plane anymore
kirkwoodes.bsky.social
Exhaust masks are now placed and scaled dynamically with the plane's exhaust nozzles #gamedev #flightsim
kirkwoodes.bsky.social
🔊 Thanks to @qwesta6.bsky.social, the game now has its first piece of original music
Reposted by Kirk
cobrastrikegame.com
One of the two remaining prototypes made into
COBRA STRIKE: Restored, rearmed and refueled - ready for action!
#screenshotsaturday #gamesdev #indiedev #retrogames
In a video game a Comanche attack helicopter is flying low over a tropical island.
kirkwoodes.bsky.social
More skilled enemy planes will try to use nearby floating islands to prevent you from getting a lock. But they'll get tired eventually #gamedev #flightsim
kirkwoodes.bsky.social
Made some big performance improvements to collision detection. The game doesn't actually have to do a lot of collision detection, but it's very important that it's very accurate between the player and the floating islands #gamedev #flightsim
Reposted by Kirk
claradoth.bsky.social
It's been a long time coming, but cityships finally have ground units spawning on top of them for you to shoot at!
#gamedev #indiedev #screenshotsaturday #NovaSquadron
kirkwoodes.bsky.social
New animated exhaust nozzles #gamedev #flightsim