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zoomer9000.bsky.social
@zoomer9000.bsky.social
Aspiring game dev. I will one day make the Cyberpunk RPG CDPR failed to provide me >:(
I've been working on a prototype enemy for a bit and I'm really happy with how it's turned out. It'll chase the player if they take cover or run, but if the enemy takes damage, they'll try to take cover. still WIP but it's a start. #gamedev #indiedev
February 12, 2025 at 5:33 PM
It's been a while since I've posted, but here's the work I've been making on the Magbolter. Animations and ammo return mechanic need some work but you get the idea. Really like how the design turned out. #indiedev #gamedev
January 26, 2025 at 5:56 PM
After taking a break over Christmas and New Year I'm back to work. Starting with a new weapon model. The Mag-Bolter is a gauss weapon that fires steel spikes and can then pull them back to hit enemies again. Model is still a work in progress but 80% there. #indiedev #gamedev
January 10, 2025 at 3:04 PM
Further iteration on bullet time FX from @buenatortuga.bsky.social suggetions. Bloom + light on muzzle flash and impact. Sparks have a tiny but very bright light that makes them burst when they hit a surface. Smoke and sparks turned up in bullet time for the F.E.A.R. effect #gamedev #indiedev
December 20, 2024 at 5:54 PM
Like i've spent two days learning about lighting and now I've filled my scene with a bajillion light probes pls help
December 17, 2024 at 5:39 PM
@buenatortuga.bsky.social Asked me to get a comparison of my bullet time trails and those in F.E.A.R. sending me down a deep rabbit hole of lighting and renderers. the end result is this nice dark testing space and lit muzzle flashes. I also need to work on the trails a bit more #gamedev #indiedev
December 17, 2024 at 5:37 PM
I wanted to add a distortion trail to my projectiles in bullet time. I thought it'd be more difficult to implement and for now I think they look pretty good. Now all I need to do is make the impact particles insane to really invoke F.E.A.R. #indiedev #gamedev
December 14, 2024 at 8:39 PM
To capture the feeling of F.E.A.R. and Max Payne I've opted to have the weapons fire projectiles when in bullet time. I'll eventaully change the trails to be distortion ripples like in those games for too. #indiedev #gamedev
December 12, 2024 at 4:41 PM
Since last update I learned how to edit Volume values in scipting that allows for us to have some cool effects when we use bullet time. I've also set the player to move at 1/3 speed when in bullet time as without it there wasn't any real difference in game feel. #gamedev #indiedev
December 11, 2024 at 5:04 PM
I've been busy applying a Depth of Field effect to the Lever Action Rifle scope and implementing Bullet Time. I'd also like to have an effect applied for when that is active but that would probably be on the global volume rather than the cinemachine camera volume #gamedev #indiedev
December 6, 2024 at 5:01 PM
I'm very glad I foudn out about the OnValidate method in Unity. I don't know how much time I would have spent finding the optimal way to check if a value has changed or calling a function for every setting / upgrade level changing, but now I don't have to :)
December 3, 2024 at 1:51 PM
Spent the last few days following shader graph tutorials to make a dual render scope. still needs a bit of work on the transition between the hip fire and zoomed view but overall think it does the job well enough. #indiedev #gamedev
December 2, 2024 at 10:24 PM
Got the animations for the lever action rifle done. despite how hard and impracticle it is to animate the spin cocking manually, I think I did a good job. Still not sure if I'll end up having the rifle's scope render a zoomed camera or have a classic black scope overlay yet. #gamedev #indiedev
November 28, 2024 at 4:51 PM
Finished modeling the last of the hitscan weapons for my shooter. As someone who hasn't had too much modeling experience I have to say I'm really happy with how it turned out. Now I just need to combine it with some arms for the real viewmodel #gamedev #indiedev
November 27, 2024 at 5:16 PM
Here is a VERY early version of the sorcery mechanic for my shooter. it's currently limited to giving the player armour, sapping their mana and triggering janky animations, but it'll be a whole extra suite of weapons and mechanics once it's finished.
#gamedev #indiedev
November 26, 2024 at 4:04 PM
Wanted to post more of my current project but don't feel enough has changed to warrent it. So to makeup for my lack of posts here are the weapons I modled and animated for the last S&Box game jam #gamedev #indiedev
November 25, 2024 at 11:59 AM
After moving here from Twitter, I think it's a good idea to use Bluesky to show off what I do. Here is very early work on the dream shooterI've been wanting to make for years. I'll post more as new features get added

#gamedev #unity #indiedev
November 15, 2024 at 9:56 PM