Same rover, same pad, four completely different skies — because our skybox settings were bleeding across scene transitions and we hadn't caught it yet. That's the bug staring back at us in #TerminalBurn. #indiegames #gamedev
Same rover, same pad, four completely different skies — because our skybox settings were bleeding across scene transitions and we hadn't caught it yet. That's the bug staring back at us in #TerminalBurn. #indiegames #gamedev
https://i.gyazo.com/f90eae882bd2ef15bd41b6a550e82b2c.mp4
Showing off the new timed cargo damage in #TerminalBurn while actively ignoring the geometry dissolving, a landing I immediately regretted, thrust effects that aren't right, and a heat shimmer pass I haven't started. Progress. #indiegames #gamedev #indiedev
Cloud speed now reacts to the gusty wind mutator in #TerminalBurn. Nobody will probably notice, but that's sort of the point. The weather video shows what it looks like when the sky actually believes the storm is happening. #indiegames #gamedev
Clouds now move faster when the gusty wind mutator kicks in. Nobody will notice, probably. That's the video — #TerminalBurn weather reacting to difficulty in real time, quietly, no fanfare. #indiegames #gamedev
Soft particle intersections are in. No more hard geometry edges betraying the billboard stack — explosions actually read as explosions now. Still ignoring some geometry holes in the cargo and the landing was a mess, but that's Tuesday in #TerminalBurn dev. #indiegames #gamedev
Active/completed vs inactive/completed — two states that look nearly identical when you're stacking sprites. Distinguishing four simultaneous UI states without reusing the same visual cue is genuinely miserable work. #TerminalBurn #indiegames #gamedev