Steven🛰️
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starmotedev.bsky.social
Steven🛰️
@starmotedev.bsky.social
gamedev | procgen addict | making arcticide
one of the bigger challenges is making the melee enemies smoother while still fulfilling their role. for ex, I have a 'lateral reposition' action they can choose instead of lunging to make them less oppressive, but rn it's very jank. although, it didn't stop this guy from getting a quadra-kill lol
November 20, 2025 at 7:24 PM
worked in generalized targeting, allowing factions to sense and fight each other. should be many benefits: fleeing wildlife hinting at enemy positions, letting the player 'third party' skirmishes, and also the inclusion of friendly survivors like this poor guy (differentiated by their teal lights)
November 20, 2025 at 7:18 PM
added the trilux sight for the fal. feels pretty neat, though I'd like to make it take up less of the screen
October 2, 2025 at 4:23 AM
(also trying to get the cameras working better, including viewing photos in-game. if I can get it working, could use it for quests as well as flavour. long lenses can also be used to scout ofc. years ago I made a system where you could snap procgen chars and it would tag them, so should be doable
October 1, 2025 at 9:29 PM
have a bunch more I modelled a few months back, then shelved (as obviously not a main priority.) maybe I'll steadily drop them in when I need an easy mental break. they need to be textured/rigged but it's pretty fast
October 1, 2025 at 9:19 PM
Added black-billed magpies as an alternate perching bird (only had crows). Not in the Arctic archipelago currently, but in this scenario (~2070) there is a bunch of natural and manmade forestation. Not a huge deal, but trying to add little anchors to the setting (also just fun/quick to add)
October 1, 2025 at 9:19 PM
not much to show as been mostly slogging through invisible stuff recently: saving, settings, progression. did do a pass on the base NPCs though. pretty pleased with the approach, but still a few to do, as well as bespoke anims etc
September 30, 2025 at 7:15 PM
worked in attachment compatibility (so not all suppressors can be used with any gun, etc.) Keeping it fairly loose, so each attachment can be used with at least a few guns. (can be frustrating in realistic games finding a new scope, only to learn it can only be used w/ one specific gun)
September 10, 2025 at 1:09 AM
letting weapons decide enemy firing behaviour, and split it into 3 ranges: they poke from long, burst at mid, and go almost full auto up close. had trouble with pistols spamming from afar; tried a hard distance cutoff, but it felt awkward watching them unable to shoot until nearby. a fair compromise
September 9, 2025 at 3:50 PM
been starting to track more stats, and displaying them on run loss/win. besides adding a bit of flavour, I could potentially tie them into quests or steam achievements. it's a bit tricky deciding what to track/display though, as it's meant to be a more organic experience than an arcadey one 🤔
August 26, 2025 at 6:05 PM
reworking the harvesting and cooking systems. a rewarding process, as it makes the survival elements feel more deliberate and thoughtful. (has also been pretty painful as cooking touches like 10 other systems, but I've almost got it sorted)
August 1, 2025 at 7:36 PM
making a habit of playing the 'daily challenge' everyday. it's highly random, so a good stress test for the design, especially the resource economy. mostly been dying to the cold... fitting maybe, but a sign I need to revamp firemaking, etc. (ideally, any start should be winnable with enough skill)
July 22, 2025 at 9:21 PM
finally got player proning in. reduces sway and recoil, but makes your body temp drop faster. will be interesting to see how it plays out wrt combat balance
July 15, 2025 at 7:47 PM
in-base crafting/eating/sleeping/quest stuff. still wip, but coming along. fun but surprisingly time consuming to make little detailed props
July 9, 2025 at 7:02 PM
It may end up seeming like a weird mix of guns, but I'm trying to 1.) reflect that the enemies are a global ~2070s mercenary group, 2.) add a bit of unique northern content, and 3.) add interesting things (rule of cool.) At the very least, it should be a solid variety of weapon roles 🤷‍♂️
June 17, 2025 at 6:42 PM
Item names/descriptions finished for now. Tried to strike a balance clarity and realism (while avoiding trademarks.)
One discovery was that the canadian inglis hi power was in 9mm, so will probably add the 1911 as the 45 pistol. Might add the weird inglis mk1 sights to differentiate them 🤔
June 17, 2025 at 6:29 PM
testing the melee agents a bit as well. hard to strike a balance, but I think they are nearly there. the lynx are maybe a little crazy though
May 20, 2025 at 9:44 PM
When it works more consistently I'd like to introduce new enemy behaviours like crouching, smarter reloading, etc but may take some time
May 19, 2025 at 12:04 AM
a little awp action; been doing some combat stress testing. soldiers still have some issues for sure, but they work I'd say >90% of the time? that last 10% is quite thorny though
May 19, 2025 at 12:04 AM
Been trying to trim down my trello to clear my head before the EA release. Really insane how many cards you can pile up over several years; I think I should have been more disciplined... Trying to convert most into an "ideas" spreadsheet, but very painful for sure
May 18, 2025 at 6:45 PM
Added a basic talking sprite animation, seems to add a bit of life
February 26, 2025 at 10:57 PM
new npc models looking solid in game. a few tweaks needed, but should be plenty good, especially when I make some proper anims
February 26, 2025 at 6:06 PM
doubled the pixel count on the face models. Seems to allow a lot more detail, and should be helpful in differentiating the NPCs. Hoping I can make them at least a little memorable/interesting
February 19, 2025 at 7:05 PM
there are whole sections where they discuss tricks to reduce the workload - lingering shots on short loops w/ small offsets here and there to break it up, digital interpolation + compositing, etc. This is what it's all about; making more with less
December 9, 2024 at 7:57 PM
been watching "Keep your hands off eizouken" recently - an anime about making an anime. the one character is basically a hardass producer forcing the artists to downscope to get it done. really fun, and I feel like more creatives could use her type of sober thinking when making production decisions
December 9, 2024 at 7:02 PM