06 - Oxygen Not Included: Quagmiris, Early game base cooling through water destruction!
YouTube video by Poietilinx
I started a channel dedicated to off-meta base building letβs plays. I love these games that allow me to flex my creative muscles.
youtu.be/K2xTrMCIlVw
#OxygenNotIncluded #ONI #KleiEntertainment #BaseBuilding #IndieGames #LetsPlay #Gaming #YouTubeGaming #SmallYoutuber
25.02.2026 06:14
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I managed to build a fast pipeline that seamlessly loops simulations in blender then export them as vats for unity3d, This open quite a lot of doors, thanks openVAT for the tools
I was dreading having to write my own exporter/shader.
#gamedev #indiedev #gamedevlife #indiegame #b3d #unity #techart
05.12.2025 20:27
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The pole texture
Yeh I'm aware of that, though my game is intended for pcs and consoles, the texture space use so far is really really small, I am using more poligons/texture size for the flags cuz they're quite important but all textures are 256by256 trim sheets and everything is super lowpoly ^^.
24.11.2025 21:30
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Thanks god for VAT textures. Today I decided to take a break from programming and I build the first pass of an important asset for my game.
#GameDev #IndieDev #3DArt #3DModel #GameAsset #PostApocalyptic #Wasteland #Rigging #UVMapping #SoloDev #IndieGame #GameArt #CRPG #DigitalArt #Unity3d
24.11.2025 11:08
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Just finished the turn manager for my game! It uses a memento-iterator to track who acts next entities, even as they join/leave the turn wheel, its able to recalculate. Also a modular turn-taker component that exposes event hooks to the entity, the system is scalable and working great after tests :)
19.11.2025 04:39
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Nice, just fixed my animations errors and the character clipping into the ground ^^, I am quite satisfied with this.
#GameDev #IndieDev #3DArt #3DModel #GameAsset #PostApocalyptic #Wasteland #Rigging #UVMapping #SoloDev #IndieGame #GameArt #CRPG #DigitalArt #Unity3d
12.11.2025 00:25
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I just came back to my project
I started by programming my character controller.
I'm using camera-relative movement, and character is gliding on a navmesh.
I have the animations already set and blended right. But i need to hook the variables that control them first.
08.11.2025 02:51
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whaa? xD
I think I understand :P
All in all its an game of sorts, at the end you need to export something you can use in your engine from your art softwre. animation files, dta encoded in cryptic txtures... There'snt really a recipe u'jst gotta be creative.
04.09.2025 10:18
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In my case is a bit tricky, I'm procedurally animating the roll using a mesh modifier, and the game engine doesnt have that feature. So I am baking the generated animation into a set of bones so i can get to export those small files. Instead of exporting an animation file that records each vertex.
04.09.2025 10:09
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Almost anything.
Bones, serve as a shortcut for a collection of vertexes, so instead of having an animation file that has data over how each single vertex move, I have a small animation file that describe the animation of those bones, that echo their movement to vertexes.
04.09.2025 10:07
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14.07.2025 09:24
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For my project, I wanted to model a 3d monster similar to Alkali/Acid from chrono trigger. And I got excited about the rigging setup idea I had.
You have a static head and base piece connected by a segmented planes displaying a cutout transp texture
#Blender3d #Gamedev #Indiedev #Rigging #digitalArt
14.07.2025 09:20
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As you design your game, think the code in the terms of reusable components. For example, a simple Life component that has a int hp variable and events that trigger as this goes up, down, reaches 0 and reaches max, can be used for enemies, destructible environments, bosses and the main character.
13.07.2025 17:58
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A render of some simple rusted metal plates
Previously I was busy wrangling project structure. Today I've been standardzing asset creation to fit the direction of my game. I blocked out some simple env assets just to get back at modeling stuff. #GameDev #IndieDev #3DArt #GameAsset #PostApocalyptic #SoloDev #IndieGame #GameArt #Blender3D
11.07.2025 13:54
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This is really cool
10.07.2025 00:25
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Ah thanks dude means a lot to me. ^^
I was afraid of people not finding these gadgets interesting, they are way hard to show off than an art assets. But honestly I could go on about them all day long, they're so fun :)
06.07.2025 11:23
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As I make files I for an asset, they are named and cast into their canonic spaces in the project, and all I need to keep working on a asset is always liked into its mirror workspace, including links to shared assets. As the project grows I wont need to worry about how assets relate to each other.
06.07.2025 10:48
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For each asset the tool moves its source files into a source folder outside the game project (blend files) and game-ready files into the project's folder (fbx files), then it creates a new folder named after the asset containing mirrors to all those files.
06.07.2025 10:42
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Just finished my asset organization tool! It renames, moves, and sorts all my files into game-ready and source foldersβand creates a mirror workspace with symlinks for each asset so I can browse everything by asset instead of by type.
#gamedev #indiedev #solodev #techart #pipeline #python
06.07.2025 10:34
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The post process shader, its a regular LUT shader, it uses the current pixel's color as a coordinate into the LUT file and return the color in the lookup table.
06.07.2025 00:31
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You feed it a PAL file, then, it splits the colorspace into chunks and spawn copies of the process for each. The compilation, moves through the color space verifying what color in the pallet is the closest. once all done, the tool rebinds the chunks and prints it into a flipbook texture.
06.07.2025 00:29
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A image showing the tool's UI
An example of a LUT file generated by the tool
A generic image used to test the tool powered post process shader
Another test on the same image but with different LUTs and combined post process effects
Since tday Im dealing with folders. Here's a tool I made for my game that compiles discreteLUTs to serve as postprocess retrorecoloring, it uses multiprcss and nearest neighbor trees to speed up the compilation process by a lot.
#GameDev #IndieDev #SoloDev #GameArt #TechArt #GameTools #RetroGame
06.07.2025 00:20
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Oh yeah I use textures.com for everything haha, good work with your assets, they're awesome ^^
05.07.2025 23:33
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Okay, Iβve figured out my game file structure: one folder for final in-game content, another for raw source files. Iβll use symlinks to build a mirrored view thatβs organized per asset, so itβs easier to work as an artist. Gonna script it to automate the setup
#GameDev #IndieGame #TechArt #GameTools
05.07.2025 23:30
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Oh I meant for texturing, cuz your textures are awesome, I thought you had used a high poly (cloth sim) to low poly bake to get the textures to look this awesome :)
05.07.2025 21:01
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β€οΈ Thanks man, I saw you have a bunch of really cool props too ^^. I have never spent time bulk modeling assets before, im finding its a nice exercise to desensitize one about UV unwrapping haha
How did you build your tents, they look awesome? I assume cloth sim baked into low poly?
05.07.2025 20:24
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Thanks dude :), but. I'm not really that quality-obsessed. For me its all about speed, I'm tuning now so I can learn how avoid having to tune later. Honestly its quite similar to how I work as an engineer/TA, I keep trying to whiff problems in the air and solve them before they become anything major
05.07.2025 20:22
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The biggest offenders where my first 3 models, the door was way too tall, and both the power cabinet and those lockers are still quite off with their color schemes, but right now i have so many files around i really think i need to step down and organize my stuff before I move forward
05.07.2025 13:26
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Image with all the assets side by side for size comparison
I spent the day putting all my models side by side to check if their style and sizing matched.
I need to expend the next day organizing my project folders and building a naming convention.
#GameDev #IndieDev #3DArt #3DModel #GameAsset #SoloDev #IndieGame #GameArt #Blender3D #CRPG #DigitalArt
05.07.2025 13:24
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In case you're curious about how to setup a model like this.
First you need to build the leafy branch. Then render depth, ao, color, alpha... layers out in a flat background.
Then you use this leafy branch as the "leaf" for a tree simulation. Its quite trivial to put together and looks really cool
04.07.2025 00:31
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