💻 Echo
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namespace-echo.bsky.social
💻 Echo
@namespace-echo.bsky.social
24M / Software Engineer, Game Dev, Web Dev with 10+ years of experience.

Remember: "Everything is not what it seems..."

Project: Bandwidth 🎵
Thanks to all the votes, the game's logo has been decided, and is now animated in the game as a new transition!

This didn't take too long to make, but was definitely interesting to deconstruct into animatable parts.

Pretty cool, don't you think?

#indiegamedev #indiegame
October 29, 2025 at 12:09 PM
Naming these memberships in the game's Wi-Fi Tier system is fucking awesome... XD.

Each one is a satire, centered around how internet companies label and categorize customers.

#indiegame #indiegamedev
September 17, 2025 at 9:59 PM
It's happening, people... IT'S HAPPENING!!!

The Tutorial is in progress, and it's exciting!!!

#IndieGameDev #indiegame
September 17, 2025 at 9:58 PM
With the settings in place and the animation system upgraded, here's a look at how the interface feels so far, along with some of the new changes.

Drag & Drop: There are 2 new animations when picking and dropping.
Settings: FructOS settings are working.

#indiegamdev #indiegame
September 6, 2025 at 5:28 AM
When you start up your machine, you have to boot it up, right?

I gave FructOS a boot screen and a little ping when it's done loading.

Pretty cute. And yes, the progress bar is that jittery by design, to emulate a real one. It's randomized.

#indiegamedev #inidegame
September 6, 2025 at 5:24 AM
FructOS Update:

Level Select - Drag a level from the playlist and drop it on the select tab.

Settings - Adjust the window, graphical, audio, and themes in FructOS (coming soon).

Themes - Some themes make the background react to sound, like the default in the clip.

#indiegame #indiegamedev
August 31, 2025 at 11:50 PM
Update: Finally got the save system to work!

It took a long time because I was testing the formatter to ensure it saves and loads correctly.

It's also adaptive! So any changes I make to the size of the data will work!

Now... to continue with the rest of the features for FructOS.
August 24, 2025 at 2:21 AM
In Bandwidth, the Main Menu is a fake operating system called FructOS, which behaves in an environment similar to macOS.

I wanted to replicate the dynamic UI animation to allow natural UX. So, I made a CSS-like animation system for the motions to be made!

#indiegamedev #indiegame
August 22, 2025 at 1:28 AM
Sneak peek into the new Main Menu design coming to Bandwidth :).

I updated the window sizes and base style to make it feel more like an OS. I even gave it a new taskbar on the left for Levels, Skins, Wi-Fi Providers, and Settings!

#indiegame #indiegamedev
August 20, 2025 at 8:44 AM
A look at the list for what's needed for the editor to be complete, AND one of the newest functions added: Group Replication.

The parenting order of the original objects will be applied to the duplicated objects.

No need to regroup everything!

#indiegamedev #indiegame
August 20, 2025 at 1:14 AM
The new Property Instruction system is working! Objects now allow instructions for visuals and actions/states!

The system supports ANY custom instruction, such as "Boss_Attack_State", "Collected_Value", "Play_Animation", etc.

This allows flexibility for future items!

#indeigame #indiegamedev
August 18, 2025 at 3:58 AM
Reposted by 💻 Echo
More Korca doodles
August 15, 2025 at 9:43 AM
I updated how objects are visually defined in the game! I can now use a set of properties and rules, and even create new rules later and define their instructions!

This system also extends to objects like triggers, bosses, collectables, and so forth!

#indiegamedev #indiegame
August 15, 2025 at 1:42 AM
I upgraded the Search Filter in the editor to have Fuzzy Search!

The search will now GUESS what you're trying to type. It no longer matters if you misspell a word or leave it incomplete!

It's not case sensitive. The game just auto displays it as capitalized.

#indiegamedev #indiegame
August 10, 2025 at 11:09 PM
Uh... Ok, whatever this is, it doesn't look very friendly or easy to get rid of.

I think the player may have to put up a fight. (Hint hint)

👀👀👀

#indiegame #indiegamedev
August 6, 2025 at 4:32 AM
I wonder what this could be... 👀👀👀

#indiegame #indiegamedev
August 4, 2025 at 8:33 PM
I updated how the path playback system works! Now it plays back the path CONTINUOUSLY, until it reaches the end of the path or the song.

This is much more useful than the original section-based system, which didn't work well with smaller path lengths.

#indigamedev #indiegame #rhythmgame
July 31, 2025 at 5:49 PM
Editor progress from about 4 days ago:
- New interface style
- The Build Rack and Properties Panels have been added
- Search pieces by name (not case sensitive) and Category Filtering are working
- Playmode camera transitioning is now instant

More progress soon

#indiegamedev #indiegame
#rhythmgame
July 27, 2025 at 9:28 PM
Progress update on the editor. We now have the Properties panel.

The panel is used for editing and modifying objects, including triggers or mechanics.

I think I'll also deprecate the Sync Editing panel since Properties covers that too. It's just context-aware.

#indiegamedev #indiegame #rhythmgame
July 14, 2025 at 4:15 PM
A sneak peek at the new Building Block panel for the level editor.

In-game, you'll be able to see a drop-down of all parts, search by name, and/or filter by type.

To place a piece in the level, select the type you want, then click on a surface or in the air.

#indiegamedev #indiegame #editor
July 14, 2025 at 1:44 AM
Hmmm... this is strange. How did it get on the ceiling?

Maybe one of the game modes caused it? I wonder which one...?

:).

#indiegamedev #indiegame #teaser
July 12, 2025 at 5:18 AM
2 / 4 Trail Styles are now in the game:
- Connected (Default)
- Dotted

I changed the player model again. Now, it resembles an Ethernet cable.

#indiegamedev #indiegame #rhythmgame
July 11, 2025 at 11:37 PM
I had to thin the cube some, but honestly, it kinda works!

I thinned it so the trail aligns with the end of the player. Otherwise, it misaligned and looked weird.
July 11, 2025 at 2:26 AM
Here's what they look like in the game. I had to make an upgrade to the game's Diffuse shader.

Now it has support for multi-layered colors, which come in handy for aesthetic and object styling in the level editor.
July 11, 2025 at 1:50 AM
Something I worried about was having my game resemble Dancing Line, mainly because of the concept of drawing a line itself.

The line concept isn't novel, but I wanted mine to feel like a signal traveling from your modem to a web server, so I made it resemble a cable plug!

#indiegamedev #indiegame
July 11, 2025 at 12:08 AM