I see. Other than shooting out a bunch of sphere casts or something I'm not sure.
@haafandhammar
Hobbyist gamedev making Reikning - Debt & Axes, a Norse-inspired tax collection and trading roguelite. Gather silver for the crown, outwit bandits, and plot rebellion in a world steeped in folklore and tough choices.
I see. Other than shooting out a bunch of sphere casts or something I'm not sure.
It's a bit over my head but isn't that what Poisson disk sampling is good at?
Been silent for a while, beavering away on Reikning so I've got lots to share. Latest addition are these relic items that each grant a magical boon...
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I was pretty burnt out after my 100 days of updates - but I'm back now after a wee break with an animated mead hall! Now I need a merchant to greet the player inside.
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Oh nice! I remember seeing @freya.bsky.social's video on that, being confused, and then continuing to use LeanTween for EVERYTHING.
That sounds really satisfying. I'd love to know more about your specific example.
Thanks so much. I'm excited to share more.
This is the 100th daily post. I work on Reikning for an hour or two a day & I'd like to dedicate more of that time to developing the game again. So, I'll be scaling back to two posts a week. Thank you to everyone who supported & followed my posts so far.
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I was pleased with how this procedural material came together. It's a mask of rings + noise + height mask to blend a smooth glaze material with a rough clay one. That mask also works for the normals. The jug was inspired by Tating ware found in Birka.
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Every texture in Reikning is procedural because I enjoy the workflow in Blender. There's a wood texture on many props that uses a stretched magic texture for the grain as base colour and normal map, then there's a noisy edge mask I use for paint or wear.
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Thanks! That's very kind of you to say.
Continuing to iterate the mead hall design tonight. I reworked the floor to look less like a modern kitchen.
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Added a few more props and wrote some more of the merchant music tonight. It's taking a long time but I do enjoy these parts of the process.
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A bunch more iteration and revision and I'll be happy with the mead hall interior. I'm not yet though.
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Splitting time between composing and working on this mead hall interior. Since the music I'm working on is for the mead hall it feels like both tasks help inform the other.
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Version 2 of the mead hall block-out is looking better. Next I'll do a pass with props and details.
Blocking out the mead hall interior tonight. It's where the player can trade items and recruit warriors to replenish their guard.
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Today's been mostly spreadsheets as I'm working on the set collection / engine building side of Reikning, to keep the boardgame feel.
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There, standing stones are now in the game. I visited tons of these as a kid so it feels good to include them...though in Reikning they demand a sacrifice.
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Still working on music but also added some decoration and an item slot to the standing stones.
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Another pass on the music based on some feedback. Also added standing stones which have been on my list for ages - but I now have a use for them, more on that later.
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I hear it too. I was going for melancholy but maybe it's too dark indeed. Thanks.
Taking another stab at some of the music. I find the walking-around-the-island music hardest to write as it has to be the most neutral. Let me know what you think.
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It's almost 2 years since my first idea for Reikning so I looked back and found the oldest screenshot I have - from about a year ago. It's nice to look back and see how far things have come.
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Here's a first pass at animating the little props. I want it to seem like the player is checking under each of them, searching for tokens, as part of the tax assessment phase.
Taxpayers' homes I mean. Tired.
The taxpayer's homes are now much more detailed, but the animations still aren't where I want them to be. I'll share them soon though.
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Not a lot of time to work on Reikning at the moment - but it's nice to see these taxpayer's homes beginning to flesh out.
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Just optimising meshes and baking textures tonight. I also took the opportunity to improve this roof that has been bothering me.
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Happy with these props now. Time to do a little search animation for the tax assessment.
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