Daniel Menard
bluedude86.bsky.social
Daniel Menard
@bluedude86.bsky.social
Game Designer
Every designer wants every player to see everything.

But the truth is, not every player cares about everything. And in a game where players may replay sections, they want to skip things.

With this in mind I added a skip cinematic option in.

Hold space to get to gameplay!

#indiedev #RTS
October 14, 2025 at 3:29 PM
I did a time-lapse video of an orbit, 4 minutes collapsed to 13 seconds.
#indiedev #RTS
October 10, 2025 at 5:12 PM
Everyone needs a hero, right?

In the Space RTS, I took inspiration from Halo Wars, and our heroes can be respawned when allies are in proximity.

Both the Spearhead and Void are heroes in the case below, and you can see both die and revive in the video.

#indiedev
October 7, 2025 at 2:26 PM
Alright, everything up to now has been prologue. This intro for mission 2 starts introducing more core game mechanics and story themes.
#indiedev
October 1, 2025 at 2:06 PM
This is an orbit Tim Dwyer setup and I wanted to share the cool things we can do with the system developed by Imperial Eclipse.
Notice the orbits are following the second smaller sun here because they are suborbits of that sun. Many potentially weird and fun things we can do with this.
#indiedev
September 24, 2025 at 3:03 PM
Did some work on enemy goal actions.
In this video, the enemy are defending this system and react to the player entering it.
#indiedev
September 24, 2025 at 2:57 PM
Choice is going to be core to this Space RTS, so I spent sometime setting up mission loading and choice this week.
For Briefing, choices will present as a button off the side that do some action, in this case cutting off a pompous Admiral.
#indiedev
September 18, 2025 at 5:49 PM
Just another view of it on a longer path.
#indiedev
August 26, 2025 at 6:04 PM
Slingshot progress, I think it works pretty well now.
Ships will find the fastest path between where they are incorporating speed boosts for going near planets. They'll also avoid objects in the path and include wormholes in their calculations.
#indiedev
August 26, 2025 at 5:59 PM
I wanted to share our buildable system.
Each Planet and Space Station can build platforms that enable boost to stats. Currently players could build many attachments, but there is a falloff to the benefit making it a good idea to spread platforms across your planets and space stations.
#indiedev
August 19, 2025 at 7:41 PM
Wormholes!
Players will be able to move to different parts of the map quickly through these wormholes, and it's built into the navigation system so player's don't have to think about it. Assets from Coreb Games.
#indiedev
August 8, 2025 at 4:25 PM
A break from traversal, I wanted to look into dust clouds. I found a nice cloud asset from Arsen Stakhiv that we can color shift into a mustardy orange-brown. The zone itself shrinks the view cone of ships.
#indiedev
August 8, 2025 at 2:54 PM
New video, this has cleaner movement more consistently through the path. I'll focus on better pathfinding next.
#indiedev
July 30, 2025 at 4:15 PM
A bit of in progress work here, I'm working on orbital slingshots. One of the cool things about orbits is how scientist can use momentum to change speed and direction of objects as they travel through space.
#indiedev
July 15, 2025 at 7:26 PM