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An independent game studio led by @xewlupus. Working on NIGHTSHIFT GALAXY Join our Discord! https://teapawt.net/t.co/8zFUFiReTr

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Joined October 2023
Photo by tiny galactic games 🌌 (@tinygalactic)Photo by tiny galactic games 🌌 (@tinygalactic)Photo by tiny galactic games 🌌 (@tinygalactic)Photo by tiny galactic games 🌌 (@tinygalactic)Photo by tiny galactic games 🌌 (@tinygalactic)Photo by tiny galactic games 🌌 (@tinygalactic)Photo by tiny galactic games 🌌 (@tinygalactic)
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I don't use this site anymore, but I'm ramping up again on Nightshift, and posting progress and details on bsky if you want to follow along: littlepolygon.bsky.social
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Good stream today! We got the wheels swiveling and rolling in sync with the movement! VOD link in reply. 🎶 DISCO PRINCE (Katamari Damacy) 🎶
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Post-stream update: chassis cleaned-up and imported into the game engine. #ScreenShotSunday 🎵 Project A-ko Versus (1990) 🎵
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Thanks to everyone who watched the stream this week! VOD: twitch.tv/videos/2516062571
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Some weekend sketchbook pages of our Player Characters.
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From yesterday's stream -- a little digression on why I switched from Blender to Adobe Substance for making + baking material maps. #indiegamedev youtu.be/Pv4qRNl8mVg?si=4kGe…
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That's a wrap! Thanks for watching: twitch.tv/videos/2497538432
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Nightshift Galaxy devstream today in about an hour (noon PST) -- link in reply. 🎵 NEXZR 🎵
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Pursuit Test #ScreenShotSaturday
Animation tests with the placeholder tank geo we made on stream. #indiegamedev 🎵 Yoshinori Kawamoto (Burning Force OST) 🎵
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Nine-Guide Scaling in da custom level editor #indiegamedev
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Small quality-of-life improvement in the level editor -- surface styles are now propagated when extruding/bridging/subdividing new geo. #indiegamedev #screenshotsaturday
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Scaffold Stylization update -- I'm not just texturing quads, but spawning "panel" meshes and using planar boolean-cuts to trim them to fit, form nice corner-joins, etc. #indiegamedev
I now have the beginning of a surface-style inspector in my level editor, and all it took was a mere 1,000 lines of code 😭
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I now have the beginning of a surface-style inspector in my level editor, and all it took was a mere 1,000 lines of code 😭
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Apologies 🙏 There was no stream last week for a wedding, and no stream this week because I have another commitment. I'm going to try and plan things out more so that we can get back on a regular schedule next week.
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Sorry, no stream today, just debugging which doesn't make for good theater, haha. Here's some behind the scenes stuff, though: I mathed-out "insetting" the links between navigation volumes, so that pathfinding units don't "cut corners" all the time. #indiegamedev
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Mathy followup -- Decomposition isn't the only way to extract convex features from geometry -- another is Reparameterization. E.g. for spline-regions I do navigation in a "locally convex" coord-space using the distance-along-spline and offset-from-closest-point. #indiegamedev
I'm blogging again, baby! Breakdown of the motivations and inspirations for my new level editor, Scaffold: blog.littlepolygon.com/posts… #IndieGameDev
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I'm blogging again, baby! Breakdown of the motivations and inspirations for my new level editor, Scaffold: blog.littlepolygon.com/posts… #IndieGameDev
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Update from yesterday's stream -- the Scaffold level editor is now generating nav-data for AI-pathfinding in addition to blockout wall collision. #screenshotsaturday
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