Enemy fighter getting blasted by flak - the explosions push the fighter around via physics. Then, I take shots at the ejected pilot (each bullet also pushes the ragdoll) :) #indiegame #gamedev #screenshotsaturday
High poly model of a solcrys shard I sculpted in Blender - these break off of larger asteroids and can be mined for energy. The crystalline part glows in-game :) #indiegame #gamedev #blender3d
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High poly model of an asteroid I sculpted in Blender - maybe next time I'll use procedural tools instead of doing it all by hand :) #indiegame #gamedev #blender3d
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Thought this was a cool sequence :) Stubborn shields deflecting lots of projectiles before breaking - pilot is flung from the explosion at the end :) #indiegame #gamedev
Using the new disruptor gun to break an enemy shield :) I then collide with him, he gets taken down by my team, and then a spacemine takes out another fighter. The disruptor fires solcrys-tipped projectiles that destructively interact with shields (new VFX) #indiegame #gamedev
Allies taking down a gunship's shield while I finish it off with a machine gun :) #indiegame #gamedev #screenshotsaturday
One UE5 material -> many planets :) I built this material with a slew of options for clouds, water, and terrain. Most of the planets use a mask to blend 2 different terrains (e.g. lava + ash, forest + water, etc.) #indiegame #gamedev #screenshotsaturday
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Experimenting with deforming shapes around curved surfaces in Plasticity - something that's basically impossible in Blender unless you subdivide the deformed mesh significantly :) #indiegame #gamedev #3d
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Fighters vs gunships - can never have enough tracers and explosions :) These legacy ship models will be revamped soon :) #indiegame #gamedev #screenshotsaturday
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Added new atmospheric effects to planets and moons for v2 - a subtle atmospheric glow produced by the nearest star. Wispy clouds and lakes are also visible :) #indiegame #gamedev
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Chaos in space - explosions lighting up asteroids, enemy shields deflecting projectiles (green glow), tracers flying every which way :) #indiegame #gamedev
All VFX were overhauled for v2 - fire and smoke sprites are higher res and more cinematic, explosions cast light that affects its own smoke, code is faster, etc. :) #indiegame #gamedev
Flak breaking the shields of enemy fighters - an asteroid can be seen getting thrown about by explosions towards the end :) Even bullet impacts can push asteroids a little bit via (m * v) #indiegame #gamedev
Only one faction has shields in v2 - the shield flashes green when it deflects a projectile and flashes red when the shield breaks. May have been inspired by Dune :) #indiegame #gamedev
A lone miner deposits its minerals into a freighter with a large outpost in the background - the solcrys is transferred via a particle beam :) #indiegame #gamedev #spaceship
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2 miners in the distance depositing their solcrys into one of many receptacles along the surface of the freighter :) #indiegame #gamedev #spaceship
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The fun way to test a large concave hitbox - large vessels like this are invulnerable to "small" 30mm rounds :) #screenshotsaturday #indiegame #gamedev #spaceship
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Freighter targeted in first person HUD - a very large asteroid sits in the background while smaller fragments are in the foreground. With no atmospheric haze, distance can be hard to judge :) #indiegame #gamedev #screenshotsaturday
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Baked AO and normals for this freighter in @marmosetco - the cage-editing tool is super nice. Next up are the masks for grime, paint, lights, etc. :) #gamedev #indiegame #spaceship
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