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#gamedev — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #gamedev, aggregated by home.social.

  1. Just in case you missed it, SUPER SCORE is released in Early Access! There's a 10% discount lasting to 29 October! Go get it!

    store.steampowered.com/app/453

    #SuperScore #SteamGames #Game #GameDev #PCGames #fps #godotengine #Godot #pcgaming #IndieGames

  2. Try the demo of Little Sheep Valley, a cozy Mediterranean ranch-builder where you raise and cuddle sheep, decorate, expand, and shape your farm base.

    Play the demo: playtester.io/little-sheep-val

    #IndieGaming #GameDev #Gaming #IndieDev #IndieGame

  3. Paraxima is an online co-op demo for 1–3 players where Field Agents and Operators investigate Static outbreaks, piece together evidence, identify the Entity, and seal it.

    Play the demo: playtester.io/paraxima

    #IndieGaming #GameDev #Gaming #IndieDev #IndieGame

  4. Try the Cobble Climber demo, a tough action climbing challenge where every hold has a countdown, and hesitation raises the water, pushing you to move smart.

    Play the demo: playtester.io/cobble-climber

    #IndieGaming #GameDev #Gaming #IndieDev #IndieGame

  5. Play the Beyond The Plastic Wall demo: explore a sprawling pixel-art ruin, repair intricate machines, and solve mechanical puzzles through a story of connection.

    Play the demo: playtester.io/beyond-the-plast

    #IndieGaming #GameDev #Gaming #IndieDev #IndieGame

  6. AI game clones are making indie developers afraid to show their work

    image c/o arstechnica.com

    Since its earliest days, the video game industry has been built on developers creating clones of competing games, with varying levels of originality and varying levels of enforcement from game platforms. Now, though, AI coding tools are making that cloning process so efficient that many developers are getting extremely cautious about sharing their early work too widely.

    https://arstechnica.com/gaming/2026/10/ai-game-clones-are-making-indie-developers-afraid-to-show-their-work/
    #ai #clone #gameDev #indie #videoGames
  7. We warp value noise with curl noise to make it more interesting, in my latest #GodotEngine #gamedev tutorial:
    catlikecoding.com/godot/proced

  8. Now streaming the development of my Colony Sim + RPG videogame "AVE VIRIATE"! ⚒️🤖⚔️

    Got to clean up the Task code a little during the weekend, but it still needs some testing! Then I get to automate spritesheet creation!

    Come join me!

    www.twitch.tv/sorcerystory

    #gamedev #indiedev #godotengine

  9. For each option I prototyped in Unreal engine and Blender there were 9 iterations of pure 2D line art, to go faster.

    #lineart #DigitalArt #gamedev #drawing #sketch #MastoArt #clipstudiopaint

  10. Here's some work I did for the backgrounds pre-production on 2XKO (fighting game).

    The assets are all inked on separate layers in clip studio paint, then individually re-projected onto 2.5D cards and geometry in blender. This allowed to test that the parallax was fun before comitting to painting and modelling a whole level.

    #gamedev #fightinggame #artprocess #b3d #blender #clipstudiopaint #MastoArt

  11. 10 000 вентилей NAND в реальном времени: как устроен симулятор в нашей игре на Rust

    Мы — маленькая инди-студия anywaymachines, делаем игру NAND² — головоломку, где из одного вентиля NAND собираешь всё остальное: NOT, сумматор, регистры, АЛУ, процессор с подмножеством RISC-V, а дальше пишешь для своего процессора программы на ассемблере, вплоть до 3D-шутера в духе Wolfenstein. Игра ещё в разработке, по плану около 200 уровней в шести эпохах: реле, транзисторы, микросхемы, микропроцессоры, скорость, система. Выросла игра из любви к Turing Complete и курсу nand2tetris: оба проекта когда-то показали нам, как интересно собирать компьютер с нуля своими руками. Нам захотелось пройти этот путь ещё ближе к настоящему железу: собрать процессор с реальной системой команд в стиле RISC-V и дойти до запущенной на нём программы, от вентиля до картинки на экране.

    habr.com/ru/articles/1096664/

    #gamedev #nand #rust #raycasting #riscv #wgpu #egui #симуляция_логики

  12. My first ever App Store event 🥳

    Would be huge if Apple featured it for Halloween 🎃👻

    I don't have my hopes up though 😅

    #IndieDev #AppStore #Halloween #GameDev #Apple #IndieGame #iOSDev #SoloDev

  13. #wip #animation #gamedev #NES #OC
    カットインのカメラワークを作成中。
    こうしたいという流れは想定しているので、作りやすいように改良しながら進めています。
    https://note.com/okakasuspect/n/nb14800b7a7bb?app_launch=false

  14. And... this is our new entry for the Ludum Dare! It's called 𝗢𝗹𝗱 𝗦𝗽𝗲𝗰𝗸𝘀, and it's a game where you dig relics from an ancient past and listen to other archeologists sharing their guess about their usage 🧐

    pikario.itch.io/old-specks

    We are very happy with the result, it's a well scoped entry, no rush at the end ☺️

    #ldjam #gamedev #game

  15. I'm proud to share Outpost60, submitted just in time in LudumDare 60 !
    ldjam.com/events/ludum-dare/60
    It is an achievement to reduce the focus and manage to deliver something usable in 72 hours. I hope you'll have as much fun as I had making it !
    #ldjam #gamedev

  16. Your chances of being headbutted by an evil robot dog RIGHT NOW might be low, but it's never zero.

    Don't be afraid of bravely running away.

    Play the MEANWHILE IN SECTOR 80 demo now!
    store.steampowered.com/app/266

    #videogame #gaming #gamedev #indiegame #indiedev #indiedevelopment #rustlang

  17. question: If I have many sound effects, from many different sources, and of different qualities, is there a way to unify them so they feel like if they could all come from 8bit or 16bit console?

    Is this what bitcrusher VSTs are for or should I look for a different kind of effect?

    Advice working on Audacity and freely-available VST plugins is preferred, but I primarily need to know what to do before I start wondering how to do it.

  18. Featuring realistic details, sounds and lights, the Original XBOX is back – and this time, it's yours to build.

    Available now: amzn.to/4quvIq3

    #Games #RetroGaming #Mattel #Xbox #OGXbox #OriginalXbox #Nostalgia #Y2K #Collectibles #Puzzles #Art #GameDev #GamingSky #PromoSky

  19. Venture into dungeons, solve puzzles, and save Hyrule from darkness in The Legend of Zelda: Ocarina of Time!

    Pre-order now: amzn.to/3TLjJIT

    #Games #RetroGaming #Nintendo #Switch2 #TLoZ #Zelda #Link #OoT #Art #TV #GameDev #GamingSky #PromoSky

  20. We're in Steam Next Fest with our new games Boltz and SUMOO! 🔩🔢
    We would be very happy if you support us by playing our demos between Oct 19 - Oct 26 and adding it to your wishlist 👇
    store.steampowered.com/app/485
    store.steampowered.com/app/510

    #gamedev #indiedev #indiegame #logic #minimal #puzzle #puzzlegame #madewithunity

  21. Working on map design for a town, which is about the only deterministic part about my game @frax haha

    👥 Follow @frax
    🕹️ Play demo.frax.gg
    🏠️ itchio beemdvp.itch.io/frax

  22. A new version of heXon is available through itch! The main addition is the fact it can now also be played on Android devices. Starting tomorrow, pilots will be wearing Halloween hats until the end of the month.
    luckeyproductions.itch.io/hexon

    This is not the first Android game we have released. Over the weekend, we deployed Flappy Urho. It is gratis for all platforms and can be enjoyed with up to four players, even on mobile.
    luckeyproductions.itch.io/flap

    Please consider supporting our projects by leaving a rating on itch.

    #android #foss #floss #libre #linux #games #gaming #gamedev #libregaming #freegame #twinstick #arcade #halloween

  23. Fellow Fediverse gamers. Could you help me out? I have been purely within Fediverse only for quite some time now and I'd love to tell more people about my nostalgia driven mmorpg and get feedback about my super early alpha build @frax

    Would appreciate any tips at all 🙏🏻

  24. The Wait for Godot just got a little shorter... Godot 4.8 Beta has shipped!

    It's jam packed with new features and improvements, but you're not going to use it in production... right? RIGHT?!?!

    gamefromscratch.com/godot-4-8- #gamedev #indiedev #GodotEngine

  25. Goreticulture is in #SteamNextFest! Grow a gory garden as you clean up the Reactor level in the demo, and leave a review when you’re done! I try to update daily with player feedback 💖
    store.steampowered.com/app/394
    #indiegames #GodotEngine #gamedev

  26. Paradox Tower Demo is in the Steam Next Fest! Play it, Share it, Stream it, Love it, Whatever it. #indiegames #NextFest #gamedev store.steampowered.com/app/414

  27. no, I don't want to tell how you much time I spent making the omnilight projection texture

    #godotengine #gamedev #indiedev

  28. Resizing your KAPLAY game can be nightmare.

    Luckily bean can help us out 🫘 Learn how to make your KAPLAY game responsive 👇🏻

    remarkablegames.org/posts/kapl

    #gamedev #opensource #javascript

  29. Testing different approaches for the new ABS model in Vehicle Physics Pro. The differences are small because, in this setup, a locked wheel loses only 10% of its grip.

    The new ABS model keeps the wheel's slip ratio as close as possible to the peak slip ratio during braking.

    #Unity #Physics #Simulator #TireSimulation #Engineering #VPPDev #MadeWithUnity #GameDev #GamePhysics #Simracing #Motorsport

  30. With the development window over, here's the list of entries for the Halloween Gamejam is here! You can find links to each game in here, enjoy!
    #gamedev #indiegames #halloween

    molegato.com/halloween-gamejam

  31. Steam Next Fest starts today, and my game Fakutori is taking part!

    🧊 Combine blocks to discover new elements
    🏭 Place machines to automate production
    ✨ Discover the Legendary Blocks
    💬 Chat with the wakas!

    Perfect time to try the demo!

    store.steampowered.com/app/3618770/...

    #gamedev #indiegame

    Fakutori | Announcement Traile...

  32. Hey hey,

    me: shall I make a puzzler without buttons and doors?
    also me: ... nah ...

    #indiedev #indiegame #gamedev

  33. I think a big reason there's a large gap in #gamedev reaction to #AI is because so far it mostly penalizes small/indie studios.
    Big ones rely on copyrighted IP and an army of lawyers.
    Small ones rely on finding a high concept.
    You can vibe clone one much more easily than the other.

  34. Карточный бой, который сервер может переиграть: детерминированный движок браузерной MMO на TypeScript

    Мы делаем «Зархолд» — браузерную MMORPG, в которой любой бой, от первого кобольда до рейдового босса, — это пошаговая карточная дуэль. Клиент написан на React и PixiJS 8, сервер — на Fastify и PostgreSQL, а между ними лежит пакет shared с движком боя на TypeScript. Один и тот же код движка работает в браузере игрока и на сервере. В статье расскажем, как мы устроили движок, чтобы сервер мог переиграть бой ход в ход, как включали серверную проверку, не задев честных игроков, и на каких граблях учились. Код — настоящий, из репозитория, местами сокращён.

    habr.com/ru/articles/1096208/

    #mmorpg #gamedev #серверная_валидация #детерминизм #typescript #античит #карточная_игра #mulberry32

  35. One gust of wind and you're off the rope. 🌬️

    Today's game on Artificial Games is Tightrope, a small game made by AI. Everyone in the world plays the same game on one shared leaderboard.

    The record to beat is 302. Whoever holds the best score at midnight UTC is crowned World Champion.

    artificialgames.online

    #IndieGames #BrowserGames #AI #GameDev #MarketingMonday

  36. The pivot
    I spent the last months building a local multi-agent CLI code generator - planner → coder → tester → executor → reviewer, running on open models via Ollama. It closed the loop: it wrote code, ran it, tested it, and fixed it.

    It worked. And that's exactly the problem: it solved a problem I don't have. Writing code for files on disk is a solved niche - I was competing with every other code-gen tool for a user who already has one.

    What I actually do all day is 3D. So the project became something else: an AI assistant that lives inside Blender and holds real tools for working with models, not just a text box that emits code.

    What works right now
    The add-on is called Game Asset Assistant, targets Blender 4.2+, and ships as a proper extension zip.

    Chat where you work

    Docked in the 3D Viewport sidebar (N → AI tab)
    Also opens as a standalone floating window with Ctrl+Alt+A
    Streamed responses, message history, stop/clear buttons
    It knows your scene

    Every request carries a compact snapshot injected into the system prompt:

    Blender 4.2.0
    Scene: Scene | fps=24 | units=METRIC | render=CYCLES
    Objects: 12

    • Cube [MESH] loc=(0.00, 0.00, 0.00) rot_deg=(0.0, 0.0, 0.0) scale=(1.00, 1.00, 1.00) verts=8 edges=12 faces=6 | uv=UVMap | materials=Steel | modifiers=SUBSURF Selected: Cube Active: Cube | mode=OBJECT So when you ask "how many polygons does the active object have?", the model answers about your object - by name.

    One click from answer to action

    When a reply contains a

    python block, it appears in a box with two buttons:

    Run code - executes it in the current scene on the main thread, captures print() output and tracebacks, and pushes both back into the chat. That closes the loop: the model writes, Blender executes, the model sees the error and fixes it.
    To Text Editor - saves it as a text datablock for manual review.
    Backends

    Local (Ollama, e.g. qwen2.5-coder:7b) or any OpenAI-compatible API - switchable in preferences, no code changes.

    The part that broke my brain: Blender forbids threads
    Here's the non-obvious bit worth the whole post.

    Blender's API docs say it plainly: Python threads that outlive the script cause hard-to-diagnose crashes in Blender's own drawing code. So the obvious approach - "spawn a thread, call the LLM API, update the UI when it returns" - is off the table.

    The add-on therefore never blocks and never spawns a thread. Instead:

    Blender (main thread) worker process network
    ┌────────────────────────┐ ┌──────────────┐
    │ operator appends a │commands │ │
    │ JSON line ─────────────┼────────→│ worker.py │──HTTP──→ Ollama / API
    │ │ │ │
    │ bpy.app.timers, │events │ │
    │ every 0.1s, reads new │←────────┤ │
    │ lines ─────────────────┤ └──────────────┘
    └────────────────────────┘
    Commands are just JSON objects appended to commands.jsonl.
    Events (chunk, done, error) are appended to events.jsonl.
    A bpy.app.timers callback pumps events every 0.1 s - and a timer is not a thread, it's a callback Blender invokes on the main thread between frames. That's the only legal way to do background work.
    Side effect: the whole add-on ships without any third-party dependency, and the protocol already has room for tool-call requests in a later phase.

    What's not there yet
    Being honest about the gaps:

    No structured tool-calling - the model emits a code block and we exec() it
    No confirmation for destructive operations (the prompt asks the model to warn; that's a request, not a guarantee)
    No undo grouping - one Ctrl+Z won't roll back a whole script
    UV, rigging and texturing exist only as chat advice, not as one-click tools
    Scene snapshot is blind to UV islands, texel density, weights and armature pose
    Roadmap
    Phase What Why first
    0 Richer snapshot, undo-push, destructive-op confirmation Cheap, unlocks everything after
    1 Tool-calling over the JSONL channel, executed on the main thread with a registry + JSON schemas The reliability jump: from "80 lines of text that may fail" to named calls
    2 Texturing: PBR material presets, texture assignment, packing, bake helpers Stable API, high daily value
    3 UV: quick unwrap/pack/texel-density, seam-by-angle, and a UV diagnostics report (overlaps, density) Most repetitive work; the report lets the model read the result and propose fixes
    4 Auto-rig: metarig → Rigify, auto-weights, weight validation, export checks Hardest - errors are silent, so diagnostics matter more than generation
    5 One-click pipelines: GBC Prep, Char Prep, PBR Bake, Game Export Combines 2–4 into buttons
    6 Teach the model: tool catalog in the prompt, domain recipes, few-shot examples Ongoing, parallel
    Integration with other Blender add-ons (delegating to UV packers, for example) is on the list - but the final roadmap is still open. I'd rather ship phases 0–3 and let real usage decide what phase 4 looks like.

    The plan from here
    Post progress as it lands. If you're working on AI × 3D pipelines, or you've wrapped a DCC tool for an LLM - I'd love to compare notes.

    Repo link in the comments.

    #blender #ai #python #gamedev #3d #showdev#agents #ai #python #tools #software #coding #development #engineering #inclusive #community
    Blender forbids Python threads. So my AI add-on talks to itself through two JSON files

  37. New free game: Turfbreak. Two crews fight over three zones in a rain-soaked night city. Chain 3, 5 or 7 eliminations for a Recon Drone, a Sentry or a Skyfall Strike, then watch the kill-cam. 3-minute matches, bots on both crews, no install. Real gameplay: #indiegames #browsergames #gamedev
    cybermaxtools.com/games/turfbr

    (automated post by CyberMax)

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