#hobbydev — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #hobbydev, aggregated by home.social.
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Modifiers on, and modifiers off.
2 Mirrors, 8 Arrays, 6 Booleans, and 3 Hidden Objects.
I don't think geometry nodes make sense for me with my low-poly art style, but I totally get why people think that's the shit! 😆
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There is now video of the very first build of #IridiumMoons.
I think this is the result of a good two weeks of learning Blender from nothing but tutorials and looking things up in the manual, but also a completely new model I started this morning.
The whole building is basically just six cubes with beveled corners and a dozen Array, Bolean, and Mirror modifiers. Which lets me make new buildings of any shapes and number of floors in a few minutes.
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There is now video of the very first build of #IridiumMoons.
I think this is the result of a good two weeks of learning Blender from nothing but tutorials and looking things up in the manual, but also a completely new model I started this morning.
The whole building is basically just six cubes with beveled corners and a dozen Array, Bolean, and Mirror modifiers. Which lets me make new buildings of any shapes and number of floors in a few minutes.
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There is now video of the very first build of #IridiumMoons.
I think this is the result of a good two weeks of learning Blender from nothing but tutorials and looking things up in the manual, but also a completely new model I started this morning.
The whole building is basically just six cubes with beveled corners and a dozen Array, Bolean, and Mirror modifiers. Which lets me make new buildings of any shapes and number of floors in a few minutes.
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There is now video of the very first build of #IridiumMoons.
I think this is the result of a good two weeks of learning Blender from nothing but tutorials and looking things up in the manual, but also a completely new model I started this morning.
The whole building is basically just six cubes with beveled corners and a dozen Array, Bolean, and Mirror modifiers. Which lets me make new buildings of any shapes and number of floors in a few minutes.
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New Site Post: Graphics Style References
https://iridiummoons.com/2026/05/14/visual-style-references/
A collection of reference footage from other games that represent the overall graphics style (though not visual design aesthetic) I am aspiring to with Iridium Moons.
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New Site Post: Graphics Style References
https://iridiummoons.com/2026/05/14/visual-style-references/
A collection of reference footage from other games that represent the overall graphics style (though not visual design aesthetic) I am aspiring to with Iridium Moons.
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New Site Post: Graphics Style References
https://iridiummoons.com/2026/05/14/visual-style-references/
A collection of reference footage from other games that represent the overall graphics style (though not visual design aesthetic) I am aspiring to with Iridium Moons.
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New Site Post: Graphics Style References
https://iridiummoons.com/2026/05/14/visual-style-references/
A collection of reference footage from other games that represent the overall graphics style (though not visual design aesthetic) I am aspiring to with Iridium Moons.
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Rambling about scope in indie scifi ImSims and feasibility for a one man hobby show:
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Rambling about scope in indie scifi ImSims and feasibility for a one man hobby show:
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Rambling about scope in indie scifi ImSims and feasibility for a one man hobby show:
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Rambling about scope in indie scifi ImSims and feasibility for a one man hobby show:
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"Why is it that when animations cause clipping faces, it's always you three?"
My first thought when parenting a mesh with an armature was "This was easy. From the way I heard people talk about rigging, I thought this would take longer to learn then 20 minutes".
Four days later, I'm still working on it. And 90% of all the work is just this one joint. Because it has two axes of motion and four bones that all need to be consulted on everything.
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@VileLasagna This is what I should have done from the start. Save and close the character model and do experiments with the most simple object.
A hexagonal rod with a single joint. This really helps with getting an understanding what effects additional vertex loops and weight painting have.(And I was right. Both bones have conflicting claims where a vertex should be. The vertex goes on a line between the two positions, with the weights pushing it from both directions.)
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Not even an hour from "I know nothing about blender animation" to having a video of an animation.
There is still more stuff to know about making the texture painting and animation process both more elaborate and faster. But I think I now can do all the things in Blender that I need to make the assets for my Godot game.
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Not even an hour from "I know nothing about blender animation" to having a video of an animation.
There is still more stuff to know about making the texture painting and animation process both more elaborate and faster. But I think I now can do all the things in Blender that I need to make the assets for my Godot game.
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Not even an hour from "I know nothing about blender animation" to having a video of an animation.
There is still more stuff to know about making the texture painting and animation process both more elaborate and faster. But I think I now can do all the things in Blender that I need to make the assets for my Godot game.
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Not even an hour from "I know nothing about blender animation" to having a video of an animation.
There is still more stuff to know about making the texture painting and animation process both more elaborate and faster. But I think I now can do all the things in Blender that I need to make the assets for my Godot game.
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Well, this looks
... good? 🤨
How did that happen?!
I thought aside from animations, character models would be the hardest of all the assets to make for my game. But this just took me three hours after one day of learning the basics of how a character can be put together.
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Whoever did the character models for Metal Gear Solid 2 was right.
All low polygon character models I am able to find for reference have no ass.
If they end calling my game Butts in Space, so be it.
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Hooraaaay! I finished and released 1.1 of my project, NotSSG! #webdev #website #blog #sitebuilding #idk #hobbydev #blogging
https://scott2.neocities.org/blog/2026-03-14_notssg-1-1-full-cache-busting/
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Hooraaaay! I finished and released 1.1 of my project, NotSSG! #webdev #website #blog #sitebuilding #idk #hobbydev #blogging
https://scott2.neocities.org/blog/2026-03-14_notssg-1-1-full-cache-busting/
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Hooraaaay! I finished and released 1.1 of my project, NotSSG! #webdev #website #blog #sitebuilding #idk #hobbydev #blogging
https://scott2.neocities.org/blog/2026-03-14_notssg-1-1-full-cache-busting/
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Hooraaaay! I finished and released 1.1 of my project, NotSSG! #webdev #website #blog #sitebuilding #idk #hobbydev #blogging
https://scott2.neocities.org/blog/2026-03-14_notssg-1-1-full-cache-busting/
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Hooraaaay! I finished and released 1.1 of my project, NotSSG! #webdev #website #blog #sitebuilding #idk #hobbydev #blogging
https://scott2.neocities.org/blog/2026-03-14_notssg-1-1-full-cache-busting/
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Can anyone recommend libraries of stock sound effects (free or cheap) for making games with a mid to late 90s aesthetic?
Anything with sounds that were used in popular or multiple games, and as such recognizable, would be especially interesting.
Big archives with a wide range of sounds to browse through quickly to start building a collection of favorites would be very useful to me.
#gamedev #indiedev #hobbydev #retrogaming #soundEffect #stocksound
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Someone tell me how jank this is:
I want to make a low-poly lampshade, and at this level of detail, it can just be some triangular planes with no thickness.
If I want to have a texture on the inside and the outside, do I just duplicate the cone and flip the faces of one of them?Probably should work. But is this the way to do it? 😅
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My latest game mechanic idea for a sneaky spy and saboteur ImSim is to have equipped weapons have a different drawing speed based on their size, and to have a suspiciousness meter (basically social stealth) affected by what weapons you have equipped or drawn.
And you can only climb with one-handed weapons, and maybe even run and jump slightly better with less stuff in your hands.Making having more firepower have benefits and drawbacks.
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New Site Post: An introduction to Iridium Moons
https://bumblebeegames.eu/iridium-moons.htmlFinally got around to spell out at a reasonable length the whole idea behind the retro-futuristic Space Opera setting Iridium Moons and the concept for an ImSim game set in it, made with Godot.
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Long weekend again, so time to try another 3D modeling marathon in Blockbench.
Can I model, texture, and rig a character and animate a walk cycle by Sunday evening? I have heard the concept of keyframes and I think I know what it means, but that's my full extend of knowledge about rigging and animation.
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Alright, this is the day of *cool* posts, so, here's another one.
Logistik works perfectly on Linux :)
Still have to do some little UX improvements for the steam deck such as ... a way to quit the game 😆, or gamepad support, but still great to see :) -
New Post: Border Dimensions for fixed resolution UI and Pixel Art
https://iridiummoons.com/2026/04/05/border-dimensions-for-fixed-resolution-ui-and-pixel-art/
How much additional border would you need to make a 640x360 game fill out every screen without stretching pixels? This much.
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Second attempt for Day 2.
Now we're getting somewhere!
And this took half as long again as the previous one.
It's basically the Kodiak from Tiberium Sun with wings, but everything in Star Wars is something old with bits stuck to it, so it's just fine for Iridium Moons.
Looks more like a flying car than a cargo plane, but I think that will go away with additional detailing.
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I am learning so much about UV Unwrapping today.
So many things that you can do wrong and fuck with your brain... 😥
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Four day holiday weekend here. And my plan is to develop a design language and some prototypes for retro-futuristic Space Fantasy aircraft for my game #IridiumMoons.
My initial idea is to take influences from flying boats and flying wings and keeping a 50s aircraft engineering style. And like Final Fantasy airships, they will be able to hover with technobabble levitation engine thingies.
Let's see what I can make in 4 days.
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New site post: First Game Assets!
https://iridiummoons.com/2026/03/23/first-game-assets/
I am now actually developing a videogame in Godot and no longer pretending that I someday will. 😄
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So far, all my assets for #IridiumMoons are 32 decals that I can use to dirty up walls and floors, and I am already at the point of "I really don't like how these look, but they will do for now and I can just overwrite the .png files later, and there's probably only a very tiny chance I'll ever get around to do it."
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And my first completed 3D model in Blender.
Took me 9 hours today, but the vast majority of it was learning how to do things I've never done before.
I am feeling really good about how this turned our and what I am planing for with #IridiumMoons.
You absolute can make a game with assets like this! 😄 -
I wrote a short postmortem on Phobos Down on @itchio
https://fractilegames.itch.io/phobos-down/devlog/1464190/phobos-down-postmortem -
If you could have any musicians (living or dead) contribute the music for the game you are working on, who would you choose? 🎶 🎮
(And perhaps name what kind of game it is.)
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The incredibly longevity of Half-Life for mods and Quake for custom maps always makes me think how cool it would be to have a generic Godot FPS template and low-fidelity asset library.
I think it would lower the barrier of entry massively when people can just download one package and start making maps right away, and then later get deeper into the weeds to add more mechanics and custom assets once ideas get more ambitious. -
Announcing NotSSG 1.0. Build a site (or blog!) with just files. Update your layout once, all pages are updated! And many more features.
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New Post: Ideas on Inventory, Equipment, Pickups, and Loadouts for Iridium Moons
https://iridiummoons.com/2026/02/10/ideas-on-inventory-equipment-pickups-and-loadouts/
Some hopefully somewhat coherent thoughts on getting the most out of equipment customization in an ImSim without having to deal with the busywork of vendor trash and crafting components.
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Since watching the Mandalore Gaming video about Rogue, and following it up with some videos about Dwarf Fortress and Caves of Qud, I can't stop thinking about the potential of ASCII/Tile graphics for making big games with no resources (or experience).
I decided that I want to make a 3D first person ImSim instead of a 2D party based RPG because low-fidelity modelling seems so much easier than learning to draw sprites. But ASCII or monochrome tiles would be so much easier still. -
If I could think of an engaging stealth mechanic, I am seriously tempted to try making a Roguelike-like ASCII game.
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Are there any indie/hobby gamedev forums?
I feel it would be the perfect medium for that, as it allows for discussions to go over several days, people joining in at any point, and taking your time to go into as much detail with an explanation or suggestion as you want.
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Having relaunched my Wordpress site, I can now ramble about my thoughts about #IridiumMoons without spamming everyone's feeds with a dozen posts.
http://iridiummoons.com/2026/02/01/inspirations-and-influences/