Thor | Scorching Engines
thorwhitemountain.bsky.social
Thor | Scorching Engines
@thorwhitemountain.bsky.social
Hey, I'm Thor.
Aspiring game developer currently working on Scorching Engines, as a side hobby to work as a Software Engineer
https://store.steampowered.com/app/2640660/Scorching_Engines/

https://discord.com/invite/H7vHbbRGwh
So the vehicle refuses to respect gravity when using the floating origin... HMMMMM.

#indiegame #gamedev #solodev
November 18, 2025 at 7:29 PM
think ive fixed it now :)
November 17, 2025 at 2:58 PM
Slow progress with the floating origin for Scorching Engines, currently working on an annoying bug related to the terrain deformation

#indiegame #solodev #gamedev
November 17, 2025 at 2:23 PM
Working on adding a floating origin system to the game, and as part of that I had to replace the raycast based resource spawning system to sample terrain height instead

So now its really fast spawning, if you look on the far edge of terrain where its spawning

#indiegame #indiedev #procgen #solodev
November 15, 2025 at 2:17 PM
Working on adding in floating origin to my game, as the recent playtesting proved that floating point errors prove to be an issues pretty quickly :(((

(agressive floating origin for easier demo. 150m vs prob 2000 m for real)
#indiegame #gamedev #unity3d #floatingorigin #solodev #infinite #procgen
November 10, 2025 at 7:17 PM
Just added in a check for the colony spawning to prevent it from spawning on steep slopes as it made certain parts unreachable and looked weird in combination with the terrain deformation

#indiegame #gamedev #indiedev #solodev #indiegames #unity3d #procgen #terraingen
November 7, 2025 at 6:14 PM
Have made it so that if you're inside a storm, it'll get way foggier to distrupt your vision more, and make it look snowier (Will also increase the number of snow flakes)

#indiegame #scorchingengines #indiedev #solodev #snowpiercer #frostpunk
November 4, 2025 at 7:24 PM
Have added a way to have entities have a gameobject navmesh obstacle proxy that follows them around with the same size.

Need it to have my gates and other dynamic entities affect the navmesh :)

(Entities can't affect gameobject navmesh)

#solodev #gamedev #unitydots #dots #ecs #indiedev #indiegame
October 28, 2025 at 7:13 PM
Adding a dev console to the game is really t he best thing I've ever done when it comes to saving time and developing faster

Like I got commands that save me like 10-30 minutes of playtime

#indiegame #indiedev #gamedev #solodev #console #commands #screenshotsaturday
October 25, 2025 at 8:07 PM
Poor enemy, they're too dumb to drive :((

#indiegame #gamedev #indiedev #solodev #ai
October 16, 2025 at 6:18 PM
Gotta love the enemies not respecting my walls and just driving straight through them haha

#indiegame #gamedev #ai
October 13, 2025 at 7:02 PM
Adding a seperate layer to the start area, and making the city content spawning be blocked by that also, prevent city buildings and resource zones in citites to be spawned in or near the facility

Exaggerated in the right pic to show it more clearly with the small grey cells
#indiegame #gamedev #fps
October 11, 2025 at 10:28 PM
Aaaand we've got a new build menu, that shows the required resources to build it. As apparently I'd forgotten that before haha

#indiegame #screenshotsaturday #gamedev #unity3d
October 11, 2025 at 3:10 PM
Got a rudimentary FOV slider, that I have no idea why I waited so long to add haha

(options menu is very much temporary)

#indiegame #gamedev
October 9, 2025 at 8:12 PM
hmmmm.... I might have gone overboard with the debug lines this time around....

#indiegame #gamedev #solodev #indiedev
October 6, 2025 at 6:55 PM
Aaaand we've got navmeshing for the colony. Apparently I'd forgotten that haha

#solodev #indiedev #gamedev
October 4, 2025 at 6:01 AM
Okay I've fixed the bugs with the POI cell system, and now it works pretty well. And here's a look at it from far away.
The large red cells are city zone buffers, preventing cities from spawning too close (~15km)

Then there's bandit camps in yellow, and resource zones in blue.

#indiegame #gamedev
September 28, 2025 at 7:29 PM
welp... that didn't go as expected, my poor poor ram
September 28, 2025 at 11:40 AM
I've said it before, but I LOOOVE debug lines.

Refactored the content spawning systems in my game (cities, bandit camps, resource zones, and other POIs) so that they use a shared gridcell system with layers

Now I can debug it to see cells in use and buffers

#indiegame #gamedev #indiedev #solodev
September 28, 2025 at 11:13 AM
Refactoring the resource / POI spawning systems and seem to have broken it a fair bit... The city is a bit too big and a bit too dense haha
September 26, 2025 at 4:19 PM
So apparently exporting from audacity as mp3 causes a blank space in the beginning of the file.
Exporting it as .wav solves it luckily, else that'd be annoying as gaps in looping audio doesn't loop nicely haha

#indiegame #gamedev
September 23, 2025 at 7:46 PM
The new deformer implementation means that I can have deformers do this, so the starting research facility in a cave has a long ramp leading down to it.

#indiegame #screenshotsaturday #gamedev #madmax #mortalengines #snowpiercer
September 20, 2025 at 6:14 PM
Doing an early out for the ray vs line segment tests gave us an 11% speedup
September 20, 2025 at 10:54 AM
created a benchmark for the rewritten interpolation method, so that I can optimize it since it's slower than the previous implementation.... A lot slower

Old 6.14ms, new 89.84ms..which is a 1363.19% increase in time taken to do 100 thousand calls to the interpolation method haha
#indiegame #solodev
September 20, 2025 at 10:48 AM
Needed the offset deformers so that I could make a ramp up to the colony

#indiegame #indiedev #gamedev
September 20, 2025 at 10:00 AM