biscot
biscot1345.bsky.social
biscot
@biscot1345.bsky.social
hobby indie dev. Mostly posting progress updates on various projects.
MORE LIGHTS
Normalized light levels for a cleaner drop-off point.
Plants won't grow in the middle-dark areas (which will also be dusk/dawn levels).
Will probably have mobs spawning in the darkest (unlit areas at night).
#indiedev #gamedev
October 14, 2025 at 4:33 PM
MORE LIGHTS
local block lighting is now implemented. I'll make it pretty later.
Also got equipped items showing up in your hands now.
#indiedev #gamedev
October 14, 2025 at 2:41 AM
DARKNESS!
Now have a day/night cycle with global lighting. Transition is pretty rough at the moment, and scaled 10x speed for testing.
Local block (torches) lighting next!
#indiedev #gamedev
October 2, 2025 at 5:58 AM
400 FPS!
Got some performance tweaking done, and all current node tiles (flax, ores) implemented.
In preparation for a per-tile lighting implementation, brightened up most of my sprites and disabled engine lighting.
#indiedev #gamedev
September 30, 2025 at 5:53 AM
WHEAT!
Grow-able crops now implemented.
Because of this I also had to refactor how drops work to allow for variable drop rates, and drops per state.
#indiedev #gamedev
September 27, 2025 at 7:24 PM
ROCKS
Got some rocks spawning on dirt now, and created the hoe and tilling system. Growing plants next!
#indiedev #gamedev
September 21, 2025 at 7:52 PM
TICK UPDATES
Tile ticks and node regrowths now implemented.
Trees implemented as an easy POC. Set at a low rate for testing.
#indiedev #gamedev
September 7, 2025 at 11:43 PM
ALL GRASSED UP
Got some grass spawning to fill the screen a bit.

Also go flax seed spawning on dirt for plant fibers.

Side note: my edge cases are getting wild, might be time for some refactors.
#indiedev #gamedev
August 19, 2025 at 4:23 PM
Tile digging and placement is now implemented.
also shovels. Not implemented yet, but the node tiles (ores, trees) will have a higher density and tool requirement to be diggable, and still respawn on a timer.
#indiedev #gamedev
August 10, 2025 at 5:57 PM
No cost associations in place yet, But got a few deploy-able defenses in place.
Trying to avoid needing to implement navigation pathfinding for the AI, but we'll see how it goes.
#indiedev #gamedev
July 30, 2025 at 7:07 PM
pew pew, center "tower" shoots projectiles now.
also got LAND MINES for a static defensive.
#indiedev #gamedev
July 27, 2025 at 11:30 PM
Early prototype but: point and click tower defense... roguelike

kinda fun
#indiedev #gamedev
July 27, 2025 at 6:50 AM
FURNACE (still needs a craft timer) and copper pickaxes.
escalating tool proficiency proof of concept looks good.

Probably need to get tool animations in next. Looking a bit stale.
#indiedev #gamedev
July 25, 2025 at 9:41 PM
WORKBENCH TIME. Blocks can be interactable, and I'll just have to create a matching UI element. Furnaces next!
#indiedev #gamedev
July 20, 2025 at 5:31 PM
old video, but it's procedurally generated and chunk based like Minecraft too.
July 12, 2025 at 7:55 AM
MORE CRAFTING / Some visual updates
new wood walls, and a workbench that does nothing.
#indiedev #gamedev
July 12, 2025 at 6:35 AM
CRAFTING is IN.
Recipes are loaded at runtime from a static list of recipe scriptable objects on its container. *Should* be easy to implement on crafting stations with the same system.
#indiedev #gamedev
July 10, 2025 at 10:04 PM
Now we have optimized character lights and global light. Need to implement night time next.
#indiedev #gamedev
July 7, 2025 at 11:26 PM
LIGHTS AND SHADOWS... and 12 fps
July 7, 2025 at 7:28 PM
Found a way to implement grouping for trees so it looks more natural, also got coal and copper implemented with the same system.
#indiedev #gamedev
July 2, 2025 at 4:35 AM
we got TREES. Currently just random spawning, but also got the tile "seed" implemented for random regrowth, which I'll also use for ores.
#indiedev #gamedev
July 1, 2025 at 7:06 AM
Stacking items now work, and custom stack sizes per item.
also made a little sprite mask for world item drops so they'll always stand out.
#indiedev #gamedev
June 28, 2025 at 9:17 AM
3rd inventory rework is done, but all functionality is currently working. Inventory is now all data based with just a UI representation.
I need to work on something fun next or I might go crazy.
#indiedev #gamedev
June 25, 2025 at 7:05 AM
I'm in inventory hell, but I got the main-hand/off-hand (hotbar) system implemented, and TWO different item types.
#indiedev #gamedev
June 15, 2025 at 7:18 AM
Rule tiles now update at runtime, when building or destroying. Also got drops/world items tied in.
#indiedev #gamedev
June 13, 2025 at 8:36 PM