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sharkscoops.bsky.social
Scoops
@sharkscoops.bsky.social
Game Dev, She/Her 🏳️‍⚧️

Dev of Hadostruct, a submarine sim and exploration game.
Took a break from inventory networking to model a cabinet for Hadostruct. Did a lot of experimentation with my substance painter -> resize + dither workflow too.

Pretty happy with how it turned out, and I can get textures set up way quicker now.

#screenshotsaturday #gamedev #indiedev
February 15, 2026 at 4:34 AM
More inventory work today. Got the UI events generalized and added a new 'dual inventory' view.

Now moving objects between player and world inventories is functioning! (With terrible placeholder UI)

Next up is stacking and QoL for sorting and transferring.
February 13, 2026 at 12:19 AM
Finally got the inventory GUI hooked up to the backend system, so swapping what you're holding from the inventory screen works.

Next up is being able to access other inventories and transfer items between them, as well as the ability to stack things.

#gamedev #indiedev
February 10, 2026 at 10:37 PM
Working on an item/inventory system was probably the worst time to get sick for two weeks, but now I'm feeling better and progressing again!

Doesn't look too different, but now I've got the backend inventory tracking instance GUIDs correctly and handling events far more cleanly.

#gamedev #indiedev
February 9, 2026 at 9:46 PM
Haven't had much to show lately between being sick and working on inventory system prototypes.

Currently playing around with a 'segmented' inventory that would allow each equipment to have slots tied to it.

#gamedev #indiedev #screenshotsaturday
February 1, 2026 at 12:07 AM
Been sick all week, but I managed to get some good progress done on items!

I can set up animation overrides and logic per item type. So here I've got a unique equip animation for the gun and a throw action for the block.

#gamedev #indiedev #screenshotsaturday
January 24, 2026 at 10:08 PM
Testing out more FPS animation stuff. Definitely need to set up a good system for allowing spine/head movement from animations. Punches without a little screen shake or windup feel weak.

Everything's lining up with the camera well though!

#gamedev #indiedev
January 19, 2026 at 10:37 PM
Another pointing post, but I've got the FPS animation IK set up pretty nicely now.

Looking around maintains more complex positions like the crouch, and still keeps the hands always pointing exactly where I expect them to be when the player is using them.

#gamedev #indiedev #screenshotsaturday
January 18, 2026 at 3:21 AM
Still working on the character controller for Hadostruct.

Today I networked the left/right arm controllers, so now you can be pointed at by your friends!

#indiedev #gamedev #screenshotsaturday
January 17, 2026 at 10:16 PM
Before finding that talk, I was just rendering at half resolution and then blurring it as I upscaled.
Which worked, but it was a bit pixelated and couldn't go any lower than 1/2 resolution without looking really bad.

The new system looks better even at 1/4 or lower, and runs faster.
January 17, 2026 at 1:53 AM
It's a bit noisy this far out, but the volumetric lights can even be rendered from over 200m away. Instead of sampling at consistent step lengths, I'm sampling on a curve so that volumetrics have a higher sample rate closer to the camera.
January 17, 2026 at 1:38 AM
Another dev log about Hadostruct's lighting because I'm super happy with where it is now!

This is actually 8x downscaled volumetrics. Even at such a low render resolution they can still show shadow details and keep the surface of the water well defined.

#gamedev #indiedev
January 17, 2026 at 1:34 AM
The trick ended up being a modeling workflow change, actually.

If you have a smooth-shaded non-segmented mesh, you can copy the normal data over from that to a segmented mesh using a Data Transfer modifier in Blender.

Messing with normals can achieve a lot of fun effects!
January 16, 2026 at 12:07 AM
Character models in Hadostruct are fully segmented, but I want them to look like they're all one mesh. I spent a little bit recently figuring out how to emulate that.

The end result is pretty fun, being able to 'pull apart' what looks like a single mesh.

#gamedev #indiedev
January 16, 2026 at 12:02 AM
Today's focus was on getting first person animations to match the camera direction at all times. It's not quite there yet, but I made a lot of progress.
Also, made some new animations for pointing and idle to replace the ones I had!

#gamedev #indiedev
January 15, 2026 at 12:51 AM
It's been so much fun working on all of these systems for the game. I really want to be able to nail the visuals of lights shining into and out of windows in a deep ocean.

That's enough of a thread on the lighting for now. It's very fun to look back on how it's shaped up!
January 14, 2026 at 1:32 AM
It's got full control of the volume properties too, so I can make liquid profiles and swap them out on the fly, even on a per-room basis. The same goes for the atmosphere in each volume, in case I wanted thicker or colored fog.
January 14, 2026 at 1:21 AM
Since the game will involve submarines flooded structures, I needed to also support multiple water volumes.

So it also supports water volumes that can be filled and emptied. That way individual rooms can flood and the lighting will work fine between them!
January 14, 2026 at 1:09 AM
It's all done through a base shader that I set up for all objects in the game, so the water is always present.

I have a 'water plane' for rendering the foam on the top of the water, but all the lighting effects are part of the base shader.
January 14, 2026 at 12:56 AM
When I started work on Hadostruct, I knew it was going involve a lot of water. The first month was nearly all researching water shaders and volumetrics.

I'm really happy with where it's at now! Light changes color as it passes through liquids, which has some really cool effects.

#gamedev #indiedev
January 14, 2026 at 12:50 AM
Hello Bluesky! Indie dev (and modder) here, new to the platform and looking to start networking and posting dev logs. My current project is a first person submarine sim that I've been working on for the past month.
Here's a video of testing I was doing today with IK pointing.

#gamedev #indiedev
January 13, 2026 at 5:03 AM