War Video Report
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volution.bsky.social
War Video Report
@volution.bsky.social
We are periphery! We are interested in game dev, tools and workflows. We are working on our first game titled War Video Report.

https://periphery.blog
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Explosions heard far away. Closing in. Zero line. Daily commute. Contact. We listen, we look, we play - filtered and protected. Lives end on an anonymous battlefield. On our screen. Not on our screen.

War Video Report, a game by periphery, is coming soon.

#indiedev #gamedev
We are actively working on our first test map. Here are early sketches to explore asset- and level design. #gamedev #indiedev #conceptart #leveldesign #lookdev
October 22, 2025 at 3:45 PM
Music will have a small, but important role in War Video Report. Here one of our early explorations. #gamedev #indiedev #gamemusic
October 15, 2025 at 9:19 AM
Thirty seconds of gameplay, of where we're at. #gamedev #indiedev #WarVideoReport
August 29, 2025 at 10:41 AM
While working on all game systems, we are in the midst of tweaking the look of our game. Our vision is a 1-bit look reminiscent of thermal imaging.

#indiedev #gamedev
August 27, 2025 at 3:12 PM
A sketch of one of our enemy AI final state machines. We realized planning the FSM out carefully first on paper helped a lot. Each arrow represents a state transition that is conditioned by a set of Booleans. The exit conditions are shown in the "Exit State Matrix" on the left. #gamedev #indiedev
August 22, 2025 at 7:14 AM
We now have a system, that detects objects between explosions and the player and takes into account how they dampen the blast. In the video you see how the "expl.objdamp" value goes up, as the violet probe passes through the walls.

#indiedev #gamedev #indiegames #gamedevelopment
August 14, 2025 at 1:04 PM
We are adding mechanics bit by bit. Here fpv drones are chasing and attacking the player.

#indiedev #gamedev #indiegames #gamedevelopment
August 12, 2025 at 11:11 AM
We made progress with enemy AI in the last weeks. Surprisingly it does not take much to make a very mean enemy, especially when you give them grenades. #indiedev #gamedev #indiegames #gamedevelopment
July 31, 2025 at 12:52 PM
We created a blog! Our first post goes in-depth on how we managed to properly display our player in front of or behind assets — creating the illusion of 3D in our 2D game. #indiegames #indiegame #gamedev #indiedev
How we handle Z Order in our isometric game.
It took us a while to come up with our current solution, and we’d love to hear your thoughts on it.
periphery.blog
July 21, 2025 at 6:14 AM
Do we dare call this "gameplay"? Last week we had some progress with enemy AI. Here a test level with randomly spawning enemy soldiers. #indiedev #gamedev #indiegame
July 13, 2025 at 7:46 PM
We do not have many assets in the game yet. But this poor car has been bumped into, hidden behind, shot up and hit with grenades countless times during testing so far.

#gamedev #indiedev #indiegame
July 7, 2025 at 7:57 AM
Explosions heard far away. Closing in. Zero line. Daily commute. Contact. We listen, we look, we play - filtered and protected. Lives end on an anonymous battlefield. On our screen. Not on our screen.

War Video Report, a game by periphery, is coming soon.

#indiedev #gamedev
July 5, 2025 at 7:42 AM
we implemented blood and injured walking to visualize health without UI #indiedev #gamedev
July 3, 2025 at 3:39 AM
Adding a gun - by hand - with mouse - to 80 frames of animation - yay. #indiedev #gamedev #pixelart #aseprite
June 30, 2025 at 9:37 AM
Hey there! We are excited by your interest in our last post! We started working on WarVideoReport at the end of last year. This video gives you a good idea of what we’ve got so far and what we’re aiming for in terms of mood and direction. #gamedev #indiedev
June 28, 2025 at 7:19 AM
Visually not much change, but under the hood we have among other things a vastly improved Y sorting system, and also a smooth camera (again).
#gamedev #indiedev
June 25, 2025 at 6:40 AM
Bug or feature? #indiedev #gamedev
June 4, 2025 at 1:19 PM
Working on determining grenade collisions. What does it hit, what not. #indiedev #gamedev.
May 28, 2025 at 7:24 PM
Working on handling height of the bullets (Z) in this 2D world. This was done by separating the bullet into two objects. One ground level and determines where in the world the bullet is (XY), the second with a vertical offset, that determines (Z). Still has YSorting issues. #gamedev #indiedev
May 28, 2025 at 9:03 AM
Lots of things are happening under the hood of our game: basic player movement, player variables, environmental destruction, Y-sorting, player and projectile collisions, health system. Hopefully having a reasonably solid foundation, will speed up things later, when building assets and a level.
May 21, 2025 at 9:26 AM
Working on an adaptive YSort / YSort-Override system for this isometric game. The green "carpets" disable YSort temporarily, read out the order of the individual car they touch, and place the player +1 ZOrder, while it they are in contact with the carpet. #gamedev #indiedev #indiegames
May 16, 2025 at 10:57 AM
testing fog of war … #gamedev #indiedev #indiegames
April 15, 2025 at 12:41 PM
Our grenade trajectory code … not exactly working at first try. 😖 #gamedev #indiedev
March 23, 2025 at 10:23 AM
Progress with our "comrade"-AI. They run towards a goal and take cover from explosions. They can die from explosions or player bullets. Although they should act all independently it feels like there is "cross-talk" between instances. Red: expl. hitbox. Pink: expl. triggers. #indiedev #gamedev
March 17, 2025 at 2:26 PM
carefully placing assets . . #gamedev #indiedev #indiegames
February 25, 2025 at 5:30 PM