Vuntra City
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vuntracity.bsky.social
Vuntra City
@vuntracity.bsky.social
City exploration game in development for VR and flat screen.

Steam: https://store.steampowered.com/app/2859220/Vuntra_City/
Discord: https://discord.gg/UU3CbNnJDp
I've clustered the NPC schedules around the 9-5 work schedule, so now there are rush hours and common leisure hours, and it's pretty neat! There are still outliers who work in the middle of the night, but they are rare (probably game developers like me 😅).

#screenshotsaturday #gamedev #procgen
December 27, 2025 at 9:31 AM
One benefit of enabling foot IK for sitting animations is that sometimes the NPCs will unexpectedly adapt their foot positions to the quirks of the furniture in really organic looking ways.

#gamedev #indiegame
December 25, 2025 at 3:24 PM
I got a little distracted by playing around with javascript trying to come up with a style for my personal website that I plan to revive. So I came up with this iridescent shard transition.
December 23, 2025 at 4:21 PM
Bro didn't see that coming 🤾‍♀️ (I swear I'm not a psycho, just messing around while recording a new devlog).
December 21, 2025 at 11:28 AM
The City is looking particularly romantic tonight!

#screenshotsaturday #gamedev #indiegame
December 20, 2025 at 5:58 PM
I have re-enabled foot IK for sitting animations with some modifications to make sure the NPC's feet always rest on the ground (or dangle in the air if they can't reach it) while sitting and it works pretty well!
December 20, 2025 at 10:12 AM
Had to tweak the head and hands scaling numbers to absurd values trying to figure out why the hair and beard attachments were sometimes off. And got this stuff of nightmares 😖

#gamedev #procgen
December 16, 2025 at 2:27 PM
Some neon city glow for #screenshotsaturday.

#gamedev #indiegame
December 13, 2025 at 8:34 AM
Refactored the core city layout generation code today to cache some of the calculations and got a huge performance boost across the board. I didn't even realize how much that code was being used by the game objects and how much computation I could save by caching. Feels good! (Pic unrelated)
December 11, 2025 at 8:08 PM
I refactored my code that generates a density map for the city to be more detailed and loved the resulting texture so much that I felt compelled to use it in the game. So I added these parallax map displays kind of like some cities have miniature versions of them.

#gamedev #indiegame #procgen
December 10, 2025 at 2:34 PM
I am starting to lay the groundwork for giving the procedural NPCs personalities and interests, and I just can't wait! Getting so excited just thinking about it. But I still have some boring refactoring and optimization work to do first.

#gamedev #indiegame #procgen
December 5, 2025 at 11:59 AM
It's time for a new devlog folks! In this one I talk in detail about all the work I've done to add leisure and idle behaviors for the procedural NPCs. Check it out!
www.youtube.com/watch?v=3Ba0...

#gamedev #indiegame #procgen
Adding Leisure And Idle Behavior To The Procedural NPCs
YouTube video by Vuntra City
www.youtube.com
December 1, 2025 at 1:44 PM
The weather may be gloomy outside but it's always sunny in Vuntra City! (Except when it's not)

#screenshotsaturday #gamedev #indiegame
November 29, 2025 at 3:44 PM
I made the NPCs turn their heads to look at each other and the player. Small touch but it makes them look so much more lifelike.

#gamedev #indiegame
November 26, 2025 at 4:10 PM
Following yesterday's discussion with @nifflas.bsky.social I decided to fix my dialogue widget to prevent words from jumping to next line as they get typed in. Right now I'm only using this widget for info terminals around the city, but it will be used for NPC dialogue as well in the future.
November 25, 2025 at 1:50 PM
There's still a lot of work to do on the NPC behaviors but the city already looks so much more alive!

#gamedev #indiegame #procgen
November 24, 2025 at 6:21 PM
My friend Lucian just started a devlog where he shares his experience and the struggles of starting out as a part time gamedev. Check it out!

#gamedev #indiegame
November 24, 2025 at 8:59 AM
Oh I almost forgot. The NPC hit impacts are still working with the new modular models. And they are even more hilarious now! (Sound on! 🔊🔊🔊)

#gamedev #indiegame
November 23, 2025 at 10:26 AM
The NPCs can now lounge on the sunbeds both outdoors and indoors. Although they won't fully lean back, as different sunbed models may have their backs at different inclines. So I figured it's safer if they just sit casually.

#screenshotsaturday #gamedev #indiegame
November 22, 2025 at 1:35 PM
The good news is I managed to get the NPCs to find beds and sleep in them. The bad news is, well...

#gamedev #indiegame
November 21, 2025 at 3:36 PM
Managed to teach my NPCs some civic sense by using dynamically placed Nav Mesh Modifiers (shown in yellow). Now they will avoid walking on grass and roads, unless they really have to.

#gamedev #indiegame
November 20, 2025 at 11:14 AM
Added a leisure phase to the NPC routines. Every day after work each NPC will stop at some point of their commute home and visit a rooftop terrace, a park, or a leisure related interior. Unlike the work schedules, leisure time and location will be different every day.

#gamedev #indiegame
November 18, 2025 at 3:40 PM
Currently working on adding variety and flare to the NPC routines. In the meantime, here are some glamour shots of the living city.

#gamedev #indiegame #procgen
November 17, 2025 at 4:25 PM
More hairstyles, facial hair, and glasses for the procedural NPCs! Also fixed the hair UVs somewhat. Very tempting to add some clothing options too, but I think I'll leave that for later.

#gamedev #indiegame #procgen
November 15, 2025 at 1:31 PM
Added 40 new hairstyles today, and I still have more hair assets that need to be adjusted and fine tuned to fit my NPCs. Pretty tedious work, even though I am not modeling them from scratch, but the increase in NPC variety is worth it. Facial hair and accessories next!

#gamedev #indiegame #procgen
November 13, 2025 at 1:54 PM