Henry
progalt.bsky.social
Henry
@progalt.bsky.social
Skyboxes. Any texture prefixed with skybox gets treated as a skybox when drawing that sector mesh. It doesn't draw a cube for it, it's just the same wall geometry with a different shader. Meaning skies don't even have to make sense, and you can have many per map

#indiedev #gamdev #boomershooter
August 26, 2025 at 1:51 PM
Not many visual changes, but doors work with Interactions and they can be on timers. Switches and keys are next. When you move into shaded sectors it also darkens the weapons. Map format has been moved from binary to JSON based for flexibility.

#gamedev #indiedev #boomershooter
August 25, 2025 at 6:53 PM
Been working on my engine, most changes in the map editor, but it can now define shade per sector for lighting. Working on line and sector types for triggers and doors now. I think Lua could also be cool to embed

#indiedev #gamedev #boomershooter
August 24, 2025 at 4:38 PM
Entities work with collisions, they can be pushed. Improved map editor functionality allowing vertex merging, sector splitting and more. A lot of engine changes to make sure it all works.

#gamedev #indiedev
August 20, 2025 at 6:35 PM
First attempt at a hand and weapon sprite. Hand painted, downscaled and then converted to indexed colours. I think it looks pretty good, but definitely need a better workflow. Especially on the weapon itself, I see why most go for 3D models now.

#gamedev #indiedev
August 19, 2025 at 3:36 PM
Working on painting sprites for the hand and guns. This will be downscaled to about 256x256. Really testing my painting ability. Dreading doing animations frames

#gamedev #indiedev
August 19, 2025 at 10:37 AM
Progress report: map saving and loading, textures on walls and sector floors and ceiling. And a fairly decent editor for doing it all. Textures are stored in a .zip archive and it can load multiple of these archives. Also started work on entities.

#gamedev #indiedev
August 18, 2025 at 7:31 PM
Working on a retro FPS engine. Player physics and collisions, map editor with live updates. In game dev console with CVars. All in C. Going pretty well so far. Next step is probably some textures and some better lighting, and cleaning up my code.

#gamedev #indiedev
August 17, 2025 at 9:42 PM
Working on UI in C++, implemented containers and flex boxes roughly. Still very WIP. #ui #cpp
January 14, 2025 at 9:18 PM
The urge to start making random niche tech YouTube videos is strong at the moment
January 13, 2025 at 9:55 PM
Remembered blue sky exists...
December 31, 2024 at 2:52 PM
So some more progress on my asset library thing, inspired by quixel bridge. Materials can be imported, it generates a thumbnail and then adds it to a local library. Fully interactive viewer. Textures are all streamed to avoid slow down. #indiedev #SoftwareDevelopment
November 15, 2024 at 9:15 PM
Ok so after about a day or so I have a material renderer mostly complete for a side project I'm working on. Still some WIP features like self shadow. Aim is making it look good doesn't need to be performant as its a material preview window. #gamedev #indiedev
November 12, 2024 at 7:34 PM
Animations are difficult but here is todays progress. Working a bit on AI and animations for the monster attack. As well as making the torch feel more natural. I think some blood spewing from the mouth as part of the attack would make it much scarier. #gamedev #indiedev
November 1, 2024 at 1:07 AM
I've been working on reimplementing some things in my game and transitioning to an RE7 like game. I want something genuinely scary without jumpscares and so far pretty happy with the progress. #gamedev #indiedev #horrorgame
October 30, 2024 at 2:02 AM
Still WIP but I'm really happy with how its going so far, sculpting, did retopology, textured all by me. And for a first time of doing all that for humanoids I think it looks bloody good and hopefully disgusting and scary. #gamedev #indiedev
October 28, 2024 at 5:40 PM
While I usually prefer programming I've been having fun sculpting monsters over the last few days, this one is still very rough but I am quite proud of it so far. #gamedev #3dmodelling #indiedev
October 26, 2024 at 9:54 PM
Been reworking some of the graphics and I'm fairly happy with the sort of look now. Need to get some props done and then gameplay features. Still need to figure out how to light the player since environment lighting is baked. #gamedev #indiedev #unity
October 24, 2024 at 8:29 PM
Been working on lighting and texturing today, once i've figured out what I want the game to look like I can move onto more stuff. Most of the lighting here is baked and low detail. I'll be keeping most of the lighting baked for perfomance. But i'm happy with the result. #gamedev #indiedev #unity
October 23, 2024 at 9:25 PM
Today has mostly been focused on texture and getting comfortable in substance painter. While its still early I wanted to get an idea for what the game could look textured. I've tried to keep texture resolutions low and I'm actually quite happy it has a nice style to it. #gamedev #indiedev #unity
October 22, 2024 at 10:51 PM
A look at the cinematic fixed camera I've been from something like silent hill games. Works surprisingly well much better than I thought it would. #gamedev #indiedev #unity
October 21, 2024 at 2:34 PM
Just throwing on and tweaking some Post processing creates some great results. Might tweak a bit but already getting a pretty good vibe for a horror game I hope. #gamedev #indiedev #unity
October 20, 2024 at 10:41 PM
Been testing out giving a sort of atmosphere to the game as well as some art assets. Made some hospital props and modular building parts, because horror and hospitals go well together :) #gamedev #indiedev #unity
October 20, 2024 at 8:45 PM
A preview of my camera system with the scene view. Still plenty of work to do but I'm fairly happy with it tbh still fairly simple in the grand scheme of things but it should work for a variety of cases. #gamedev #indiedev #unity3d
October 20, 2024 at 12:46 AM
Reworking the camera system. Trying to imitate the Silent Hill on rails sort of camera, got a rough system working using gizmos to debug. Not sure if this will be the best way to do it, we shall see. #gamedev #indiedev #unity
October 19, 2024 at 11:47 PM