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Shine Fall (+ its own procedural 3D game engine)

A topic by FearCode created Feb 15, 2023 Views: 11,995 Replies: 104
Viewing posts 21 to 67 of 67 · Previous page · First page
(4 edits)

Character Customization is coming...

This is going to be a sneak peek for a feature that makes procedurally generated characters possible as well as the character customization.

Yes, you will be able to customize your character in game, this is the very first prototype:

Here is a low resolution gif of the video above:


I will list all the possibilities, but I can tell in advance that: height, body parts, skin color, eyes shape, nose, cheek, eyes colors, hair color and hair style will be fully customizable.

In future, I expect to have a more detailed explanation on how it works and all its capabilities, maybe in a video?

The game is 15% complete and 29% ready for alpha release.

(2 edits) (+1)

Don't take anything for granted

The biggest downside building your own engine are the tiny little features we usually don't even realize they exist, although I have a special love for developing them, unfortunately these details are not super exciting to talk about.

These last days I've been working on the dialog system. Things like, dialog open, progress, text reveal animation... A visual novel engine has these features for free, and people don't realize how complex this can get behind the curtains.

So here is the first images of this effect:


I had already developed the font loading and text rendering, but I had to glue all the pieces together to have the dialog system. 

I'll have to spend some time in here as this topic still have more to be done: A dialog editor in the engine, localization framework, user interaction and etc...

I'm planning to post details about implementation in a later stage when I have an alpha build released, so right now I will dedicate all my free time towards developing the game almost exclusively.

The game is 15.5% complete and 30% ready for alpha release.

(+2)

Hello! Been following this project for a while, and I just thought I'd recommend that if you haven't already to back this project up in multiple ways, both online and physically if you can! I've just followed too many game dev stories where they end in some sort of file corruption to not say something about it.

(+1)

Hi! Yes you are right! It's been  6 years of work in total, I can't simply afford not being careful.

I work using 2 different machines and I have a common ssd drive connected between both to be able to share files between these 2 pcs, this drive is where the repository server is located, plus I backup the server every week in an external drive. So I have 4 different copies of my work, 2 clients and 2 servers. Unless two different places catch fire at the same time, I shouldn't lose my work anytime soon XD

Thanks a lot for the concern brother! I really appreciate it

(+1)

Shifting gears to Artist mode

These last days I had to go back to Blender to adventure myself again as an 3D animator. 

The game was in need of lots of basic character animations, such as: running, jumping, getting hit, falling to the ground, combat stance, basic attacks and more...

I'm working on the basics for me to be able to have a first gameplay iteration ready as soon as possible.


I also need basic facial animation, but I'm not done completely rigging her face yet. So that will come in a later update.

The game is 16% complete and 31% ready for alpha release.

(1 edit) (+1)

Starting the gameplay

Back into coding! Now I set a priority of something to play with.

This last days I've been working with the basic camera controls and animation tweens.

You can see it on this video (sorry for the low res. the game was one pixel less than 720p and youtube downsampled it to 480p 🤦

I've been busy but not with super shiny stuff as you can see, I'm still building brick by brick, it will be shiny in the end :)

Oh, yeah and she blinks, I did the animation myself. I'm so proud I finally learned something from 3D design :D

The game is 16.5% complete and 32% ready for alpha release.

(1 edit) (+1)

Planning & Estimation Review

These last days I've been working on basic gameplay basic features, like player logic and camera controls.

However the big update this time is that I have gone through every single future game feature extensively to review all tasks I have done and plan the ones I have schedule to be completed, this is to better estimate when and how the game will be released.

I will repeat this process again in future to make sure planning is realistic and estimations are accurate.

Here is the result breakdown of my plans:

  • The game has 758 Tasks in total.
    • 330 Code Tasks
    • 428 Art Tasks
  • In general, Code tasks weight ~60% more than Art Tasks, making code 56% of the total game work and art 44%

The Game will have 7 Major Releases:

  1. Sandbox Alpha - Released when the project is at 35% Total completion
  2. Closed Alpha - Released when the project is at 63% Total completion
  3. Open Alpha - Released when the project is at 83% Total completion
  4. Closed Beta - Released when the project is at 95% Total completion
  5. Open Beta - Released when the game is feature complete
  6. Release Candidate - Release when the game has all major and most minor bugs are fixed
  7. Official Release - Release when all bugs are fixed

One big change is that I decided to split the first Alpha release in 2, making the first release a Sandbox version of the game. 

Unfortunately this estimation review process revealed 10% more tasks tasks than what I had previously planned.

However, that's not a set back because thanks to the fact that I split the alpha in 2 we are a lot closer to a playable build than before.

This means the first Alpha will be released 6 months sooner: around May of 2024!

Now with the new estimations: The game is 14.9% complete and 38.5% ready for alpha release.

And here a footage of the basic run ability I was working these last days, so you have something to see as expected :)


(+2)

Cool!

Thanks brother! I'm glad you liked my project

(2 edits)

(ง •̀_•́)ง Fight System - Part I

Sorry for the delay, I had to travel to visit my parents, didn't have much time for anything else during the last week. 

But now we're back! ᕙ(`▽´)ᕗ

This is one of the three main features of the game. Because of that, this log will be the first part of a lot of upcoming updates (maybe 20 or more, they won't be posted in sequence as I will bounce among different features of the game).

The first important feature of the Fight system is the Camera and enemy targeting, like other 3D games, you will be able to focus on a target when pressing a focus button (Z or R button in a controller for instance).

This is how it looks as of today:


Notice that I start in a free-camera, and once I press the "focus button" the camera locks to the target.

To be honest, I actually press 2 buttons, the focus button as discussed and another "engage button" to make her go to fight mode (like drawing your sword), this is because it will be possible for you to target both foes and friends in case of dialogs for instance. 

I know, baby steps, but brick by brick we will build a great game, you will see :)

The game is 15.3% complete and 39.6% ready for alpha release.

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(ง •̀_•́)ง Fight System - Part II: Jumps

Jumping animation and physics first round is now complete.

Now the character is able to do:

  •  a regular free jump
  • fight side jump (dodge)
  • fight backflip (also as a dodge move).

Here are all jumps:

In the next phase, I might pause the fight system development to switch back to the Editor to work on some low level UI for the menus in the game.

See you in ~10 days with more updates :)

The game is 15.7% complete and 41.0% ready for alpha release.

(1 edit) (+1)

Don't take anything for granted - pt. 2

Another very basic feature present in any game engine is GUI (Graphical user interface), every menu you see in a game is powered by a GUI system in the engine.

So my engine has it, but it looks like this:


As you can see, it's an user interface for Game Editors, not for an actual Game.

So these last days I got busy making very basic features for a simple GUI for a game, right now I have a very simple ui:


First version, no actual game design in there, just getting the UI system to work :D

And yes, keep it low, but... we may have a name for the game... (ノ◕ヮ◕)ノ*:・゚✧ Shine Fall! Not official yet, so just between us for now :)

The game is 16.3% complete and 42.5% ready for alpha release.

(2 edits) (+1)

Want More Math?

These last days I've been working on enabling gamepad support and fixing bugs. Nothing super exciting, but one of the bugs I fixed had me use some math to solve,  so I decided to share with you guys.

If you hate math, then the update may end here for you as the rest may be very boring, so see you in ten days :) If you wanna stick around a bit longer I'd be happy to walk you through the game's LOD tesselation equation:

You see, the main landscape terrain is very low poly, but the closer it gets to the camera the more its faces get sub-divided to make it high poly. However some computers can't handle high polygon tesselation while others can, so we need a  render quality settings in the game to dictate among other features, the tesselation level, I came up with 5 quality tiers for the game, thus 5 tesselation equations:


X axis represents the distance (in meters) from a point on the terrain to the camera.

Y axis represents how many polygons the tesselation generates for that face of the point the camera is looking at.

This means: the higher Y is, higher the quality of the terrain. 

The red curve is the highest quality tier of the game, then the orange, blue, green and finally purple, the lowest quality but fastest render.

Keep in mind that tesselation is capped at 1 meter for all points, meaning, if the terrain is closer than 1 meter, the tesselation amount does not change.

I came up with this formulas by pure empirical analysis, which is basically a fancy way of saying I punched several different approaches until I got the most out of it :D

Hopefully this update sparked your interest. Thank you for reading and see you in the next one :)

The game is 16.7% complete and 44.0% ready for alpha release.

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Wonderful work!

(+1)

Thanks for the long time support, friend!

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(ง •̀_•́)ง One Punch Girl (Fight System Pt. 3)

Back to the Fight System once more, making attack physics, animation and camera framing.

Here are the current results:

Will an attack be strong like this? If you level up enough, it maybe even stronger :)

Sparks, sounds, damage and particles are missing... Right now we have the bare minimum for me to advance to the next step.

There's a new Planning & Review cycle coming up next, estimatives will be updated. 

So far, I presented some very vague concepts about the game, I will return with a few more solid information in the next update, expect to see 4 of 5 main features of the game. The last one I'll review a bit further down the line because it's so bold I'm not sure how I will deliver it, so please stay tuned :)

The game is 17.4% complete and 45.5% ready for alpha release.

(5 edits) (+2)

Planning & Estimation Review 2

It's time for a new estimation review, the good news is that not much has changed in terms of time estimation. 

The release plan still has the same amount of steps, however they are a bit different now:

  1. Editor Alpha
    1. Yes if you are not aware yet, I'm doing this game from the very scratch, including its engine & editor.
    2. This release is a demo of the Game editor I'm making to be used to create the game.
    3. In future this will be the modding tool.
  2. Editor Beta
    1. At this release, the editor will be feature complete.
  3. Game Sandbox Alpha
    1. As it says, Sandbox version of the game, not actual quests and story (if any) will be bare minimum.
    2. This is just to get a feeling of the gameplay.
  4. Game Sandbox Beta
    1. All gameplay features should be finished at this stage.
    2. Lots of polishing will be needed though.
  5. Official Alpha 
    1. Actual game with most of its story.
    2. Not all features though\
  6. Official Beta
    1. All features + full story
  7. Official Release
    1. Game is out.

  • The game has 1402 Tasks in total.
    • 719 Code Tasks
    • 682 Art Tasks
    • Coding Tasks are in general 1.5x bigger than Art Tasks, making 61% of the time dedicated to Code and 39% to Art.

The Game

As promised let me give you a small sneak peak about the 3 big pillars of the game. Yes, the game is around 3 main features. Today I will disclose 2 of them, the other I will need more time to research if they are feasible given my timeframe and limitations.

1 - Procedural Infinite worlds

Worlds will be procedurally generated from ground up, props, textures every static object will be made 100% by code, no AI here though, I'm coding the world through random seeds based on the character name, so in a sense, a game you start will be exclusively dedicated to you.

Also thanks to procedural generation, some worlds (I say worlds, because the game will have several of them) will be infinite, it will be dystopian like Backrooms, but you will have your safe home to always return to.

2 - Settlement Editing

You will be able to create your own home, and settlement for your companions in the game, details are based on another pillar revealed later.

The main idea is to scavenge resources to build your own tools and constructions.


Pillar number 3  will be disclosed soon, I'll still trying to see if it will be possible to implement, unfortunately I don't have all the time and resources I need, so for now I need to take that into account before promising anything huge.

In short, my objective in this game is simple: I'm trying to do a game so epic that I want to make you question yourself if this is really a game done by one person. Will I be able to deliver it? I'm a game programmer for a life, I know I can do it, the problem is, as said before, time and resource, still I'll make sure this flame does not vanish. ᕦ(òᴥó)ᕥ

After this Estimation review, the game is 17.5% complete and 48.5% ready for (editor) alpha release.

(+1)

I believe in you man! 🥳

(+1)

Brother! As always, your support gives me strength! I'll do my best!

(+1)

If you ever need any tips, whether it be for game design or motivation, or if you even ever just need someone to talk to, I'm always here! My Discord is thetominator64

(+1)

fr sent, thanks!

(+2)

This is looking good! And very cool that you made your own engine!

What programming language did you use to make it?

(+2)

Thanks man! I'm using C++

(+2)

I'm getting hyped up!!!!!!!

(+1)

Editor Data files

After last planning section, the objective is to make the Editor as powerful as possible before diving into the game itself, even the first releases will be only about it.

For this and the next few updates I may present more technical topics of procedures that usually are taken for granted on existing engines out there, with the only exception being me switching back to Art mode to produce content for the editor itself. 

One of the first challenges I'm facing right now is this:


That is one of the 3D model files I have and it's already over 180 MB of space, it takes almost half a minute just to load it to the game.

Well it was before I fixed the problem, it turned out that I could remove lots of redundant information, optimize the mesh geometry and reduce animation key count based on linear distribution. Also in order to improve the loading time, I had to create the engine's own data format:


The file size was reduced by 89% and the loading time now takes less than 2 seconds.

I made a whole data file editor in the editor, I called it pak maker:

Now every non-procedural art component of the game is packed compressed and optimize for fast loading during the game.

The game is 17.5% complete and 50.2% ready for editor alpha release.

(+2)

Hey FearCode! This is crazy ambitious and its super awesome to see all the progress you've made. If you need music or sounds hit me up! I'd love to relieve that burden off of you for being a solo dev and all. I'm really liking that last gif, the trees seem to have great variety so far :)

(+2)

Thanks a lot man! It's been quite a challenge indeed!

I am a noob composer myself,  I'm doing a handful of songs for the game. Now that said, I do plan to get some professional help for trailers, cutscenes and such. So maybe you could be quite helpful in there, how can I find you in discord?

(+2)

Hey! No worries at all :) Hit me up anytime, my discord is Jake#6384

(1 edit) (+1)

Procedural Texture Editor

A few posts ago I presented the engine's noise editor.

Now I will show you a more techinical version of it I just finalized:


Sorry for the choppy animations and low resolution, the maximum upload size for these gifs in here is quite small.

What you see is the texture shader editor that is capable of creating procedural textures with random inputs that may create different results each time it's executed,  I may do a video explaining this deeper in future if you are insterested).

With this I conclude the first iteration of the engine's texture making system.

In the next update I might reveal the engine's name :)

The game is 17.6% complete and 52.3% ready for editor alpha release.

(2 edits) (+1)

Welcome to Biomancer

The Game Engine now has a name:

Props to Kory (https://www.artstation.com/kory), the amazing artist who created the image from the engine's Splash screen/About window.

The proposal of Biomancer is to create procedural generated "organic" game content (as of "create organic from machine" ), thus its name and Kory's amazing art, this will be essential in the development of Shine Fall.

This will be the last update of 2023, I'd like to thank you for accompanying my project through this year and we will continue in 2024 at full speed, cheers!

The game is 17.75% complete and 54.5% ready for editor alpha release.

(1 edit) (+2)

Procedural Geometry Making (pt 1 of 3)

I've been working on Biomancer's Procedural Geometry Making tool. This allows you to create procedural 3D surfaces visually.

The objective here is to author 3D content that can be customized and randomized by the gameplay, it's like a simplified version of blender but for programmers and what you create can be changed during the game, like making a table with different amount of legs or different shapes or amount of edges, you can do it for the player to make his own table or for it to be randomized to make variations of it.

This is the first of 3 iterations, in the next one I will show how to make parametric surface via code. See you soon :)

The game is 18.0% complete and 57.0% ready for editor alpha release.

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Procedural Geometry Making (pt 2 of 3)


Biomancer (the procedural game engine I'm creating with and for this game) now can create 100% procedural surfaces via its own scripting language, I called it Biocl

The language resembles a mixture of C#, C++ and GLSL, it runs on top the Lua interpreter in the editor and gets converted to C++ automatically when exported to the game.

The purpose of this is to add static 3D procedural assets a props to the game,  keeping my promise of bringing 100% procedural environment to the game.

On the next and last stage I hope to add Marching Cubes to the table to add way more possibilities of procedural surfaces.

The game is 18.8% complete and 60.0% ready for editor alpha release.

(1 edit) (+1)

Procedural Geometry Making (pt 3 of 3)

Today I finished the engine's procedural model maker and, my friend, this is huge. I wish I the had time to do some procedural art to demonstrate the sheer size of this feature (this will come once I switch to developing the game rather than the engine).

For now I can only show you the basics, this is a semi-torus, or half of a donut:


And this is a box with very soft edges:


And lastly, this are some stairs generated from a extrusion operation from a 2D stair:

Remember these are all generated with math.

Now with the engine latest functionalities, I do all sorts of combinations, like unifying all of these 3 into a single object:


How about combine the donut with the stairs but remove the box from it after:

What about unifying the box and the stairs and removing the donut instead:

Too rough? How if I "smoothly" subtract the donut:


I can also change how I generate a 3D surface, remember the stairs were generated via extrusion, this is how it looks if instead I generated it by a 3D revolution along the Y-axis:


And finally I can also apply some distortion to any 3D shape. This is me twisting the soft box a bit before unifying it with the stairs and removing that donut from the center of it, leaving a hole:


I plan to support this feature in the game itself for settlement and building creation.

This was a big one, we are getting close to a year of active non-stop development of this project, next update we will be celebrating it :)

The game is 19.4% complete and 64.0% ready for editor alpha release.

Is this like minecraft but smooth?

Yes there will be something like "settlement editing", and the way you create it is still open, but nothing is off the table, so yes it may be like minecraft but smooth.

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1 Year of Shine

Project Shine is now officially 1 year old, at least publicly (I've been working on it a bit longer than that, and the engine work itself started even earlier).

A lot has been done this last year, we had basically a humble game engine as an API and now we have:

  • A working Editor (Biomancer)
  • A tool for creating procedural textures
  • A tool for creating 3D procedural geometries
  • The system the handles infinite procedural levels
  • A really fast population rendering system
  • 3D Skinning with independent partial and full animations
  • A basic physics system
  • A Procedural Character Editor
  • Some Character art I adventured myself in blender

I hope to release the first public version of Biomancer at 2024-08-15 according to my current estimator.

After that we will have another public release of it (Beta) and then we will start the Game as a sandbox, to finally progress to its actual official releases.

It will take years until it's finally fully released, but I already paid Steam for a game submission -_- (how stupid I am to do it this soon, I couldn't hold myself).

This is the 10th game I'm making, all the previous games were successfully finished, and this one is the biggest project by far, that's why I'm taking estimations really seriously here, after all this is the first AAA-like indie game I've ever done.

In this next year, you can expect the Level editor to take off, as well shaders/material editor and enemy maker.

We are at 19.9% complete, so I'll round it up to 20% just for the one year party! ୧༼ಠ益ಠ༽୨

The game is 20.0% complete and 65.5% ready for editor alpha release.

(+1)

Where can I find your other projects?

(2 edits) (+1)

I put this in my itch page to explain why:

  • Although I haven't posted most of my old games in here because they are... well... old!? They need to be updated to be minimally acceptable to my today's standard (the only exception is Cycloid, it's silly old and I really love that stupid game - I had to test publishing a game in here too, right?)

To be more specific, they are all over 10 years old, I would like to update them before reposting, but you can still download one of my ancient games in here, it sucks though, it's 16 years old and I was totally green when I made it, just published this one because I have no plans in updating it.

There's also "Missing", my stupid horror game that went viral back in 2013:

 Unfortunatelly it's currently down, I plan to remake it before re-publishing it.

I wish I had more time to show some love for these games, but my free time is fully allocated to Project Shine at the moment.

Sorry not giving you a more satisfying answer :(

(+1)

Dang dude, you got one of your games played by Markiplier? Well done man.

(+1)

Thanks! Although it was back in 2013 before the indie game boom, it was not that hard to catch youtube's attention as a indie game dev, the funny part is that I made that game to play locally with my friends taking rounds, it endded up famous in youtube thanks to my girlfriend (now my wife) idea's to publish it.

(+1)

Going Through a very long Tunnel

Our development train is now going through a vastly long tunnel: Refactoring the physics system.

The current physics system is old and rudimentary, it does not even support relatively basic stuff like rotational mechanics, custom mesh collision and ragdoll physics.

So we are remaking the physics module, I may use PhysX or some full physics sdk otherwise I'd take forever to remake it.

This was part of the roadmap as my current physics engine is over 10 years old, so the time has come to replace it. 

I'm basically working on transplanting this module, so nothing is building correctly right now, hopefully next update we are out of the tunnel so I'll have some cool screen captures to share.

The game is 20.3% complete and 67.7% ready for editor alpha release.

(3 edits) (+2)

New Physics System & Estimations/Dates

Wow, this was quite a big refactor in the game engine, we now have a brand new physics system. Faster, better and all kinds of shapes are now supported.

Gameplay mechanics are not fully upgraded yet, I'll leave this part for after Biomancer (game engine/editor) release.

I'll be back to Biomancer itself to start the level editor next!

Now...

ESTIMATIONS!

To be a bit different this time, I'll disclose some information about the release dates according to my planning calculations.

There are 10 releases planned for our roadmap.

  • 2 first releases are the Game Engine release.
  • 2 next releases are a sandbox version of the game, with almost all gameplay mechanics available
  • 6 last releases are all related to the game itself.

I'm still considering if I'll release as 3 different projects or not.

Here is the estimation breakdown:

TOTAL ESTIMATION Bug fixing tasks (Est.)Tasks  Left                 Release Date                      
Biomancer (Editor) Alpha 10 129 2024-08-20
Biomancer (Editor) Beta 10 312 2025-07-27
Sandbox Alpha 0 484 2026-12-13
Sandbox Beta 10 332 2027-12-10
Closed Alpha 0 276 2028-10-01
Open Alpha 90 0 2029-01-19
Closed Beta 0 219 2029-09-15
Open Beta 90 0 2030-01-03
RC 80 0 2030-04-13

This are quite artificial estimations, they were generated by spreadsheet calculations based on how much of my free time I can dedicate to this project. Later down the line, after the first release, I plan to open it for collective funding and if all goes well, I may be able to dedicate more time to it, as I always wanted and expedite.

The game is 20.6% complete and 70.0% ready for editor alpha release.

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Material Editor

I'm back developing the game engine, this time I completed the first iteration of the Material Editor:


Sorry for the choppy animations, all due to the size limitation in here.

Right now you can customize color, roughness, metalness and sub-surface translucency, I'll add more options in the next iterations.

Now for the next weeks I'll be back on the 3rd and hopefully last iteration of the engine's 3D procedural geometry generation.

The game is 21.0% complete and 72.6% ready for editor alpha release.

(2 edits) (+1)

Procedural Art Maker

As I promised, the art of the game will be 100% procedural (with the only exception being part of the characters only).

On these 3 part update I did a procedural geometry editor via coding, which is nice but not very useful as an Art tool.

So, I'm solving that by upgrading that scripting tool to work directly via 3D editing:

Now it's real time, unlike before, you can see how you can combine in lots of ways several 3D shapes into one.

In that GIF, I combine that ellipsoid with the rest of the surface smoothly creating a pleasant curvy look. There's also a"stairs-combiner" that literally create stairs in between the Ellipsoid and the other shapes.

For that I used a math concept called Signed Distance Fields. I can dive more in details about it in the next updates if you want :)

Keep in mind that this maker is not ready yet, there's more features to come. Now imagine the possibilities! And just you wait once I get into domain repetition.

(I said domain repetition, not domain expansion, but it's going to be as cool as domain expansion, I promise)

The game is 21.4% complete and 74.5% ready for editor alpha release.

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Infinity

A very important aspect of the game is the infinity. Some levels will be infinite, and for that I will need a math concept called Domain repetition:

With that I can repeat any procedural geometry in any way I want.

We are getting close to release the first alpha version of the Editor.

The game is 21.7% complete and 78.9% ready for editor alpha release.

(1 edit) (+2)

More Design Possibilities

Sorry for taking too long to post this update, I had a lot going on in these last few weeks.

However, I haven't stopped working in this project during my free time.

So I've been adding a lot of functionalities for the 3D Editor.

I'm planning to port all these to the game itself so the player can create anything in game via this procedural editor, this will make content creation much easier and way more fun!

Here is me playing a bit with it in the editor:

The game is 22.1% complete and 84.5% ready for next editor release.

(3 edits) (+1)

Planning & Estimation Review 4

It's time for another round of estimations review.

This time decided to change one big thing: Instead of presenting the game engine as a release, I will present the Sandbox (Demo) version of the game. This is because if I take your precious time, I'd like to make the most of it and show how the game will look like instead of how the tech behind the curtains works. The issue was that from my engineering side, 75% of all work is going to the game engine rather than the game itself, that's why I felt like releasing the game engine/editor first. However from a marketing perspective, it doesn't make any sense for me to show deep technical features for gamers prior to presenting the game itself. That doesn't mean I'm not going to publish the game engine, I surely will, that is the main mod tool for the game itself, I'll make sure to make it available for modders.

The estimations are becoming more solid each review, now here are the new estimation dates:

Sandbox Pre-Alpha October, 2024
Closed Sandbox AlphaJune, 2025
Open Sandbox Alpha (Unconfirmed) August, 2025
Closed Sandbox Beta September, 2026
Open Sandbox Beta (Unconfirmed) January, 2027
Closed Pre-Alpha June, 2028
Open Pre-Alpha September, 2028
Closed Alpha: April, 2029
Open Alpha: September, 2029
Closed Beta: March, 2030
Open Beta: September, 2030
Closed Release Candidate: November, 2030
Official Public Release: December, 2030

As always, it's important to remember that, these are quite artificial estimations, they were generated by spreadsheet calculations based on how much of my free time I can dedicate to this project. Later down the line, I plan to open it for collective funding and if all goes well, I may be able to dedicate more time to it, as I always wanted and expedite.

As a progress update, I've been working on a Class System Editor, even though very important it's unfortunately nothing visual, so no fun screen capture this time :(

After this Estimation review, the game is 22.1% complete and 82.1% ready for Sandbox Pre-alpha release.

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Level Editor Begins

I started working on the level editor, it's been quite massive, since the Engine has to accept any type of entity the developer (me) wants to create in future, that's why scripting will play a big role in here. I just started by adding some base classes for the level editor, and making sure they are properly managed, nothing super sparkly.

So not to leave you without anything interesting, here's a weirdly satisfying screen capture of the editor:

The game is 22.8% complete and 85.0% ready for Sandbox Pre-alpha release.

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Weirdly satisfying indeed!

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Scripting

I've been busy with a module of the engine called "Class Maker" that allows me to create any entity in the game (like, enemies, camera, NPCs...). I'm creating my own scripting language to help me fully create the game in the engine itself. The reason why I'm creating mu own scripting language is to be flexible and efficient at the same time, as this language will be converted to other languages behind the curtains depending on what is the purpose of its execution call.

Now, not to kill you of boredom here is me creating a 3D House in 3 minutes using my game engine:

I said it before, but I really want this content creation to be part of the game itself :)

The game is 23.6% complete and 88.0% ready for Sandbox Pre-alpha release.

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Bioscript: The Engine's scripting language.

I'm finishing up the basics of the engine's own scripting language. I believe that it may be complete by the next update. Here is how the syntax looks like


With this language I hope to code the game live within the engine. For that the language is converted to Lua at run-time and to C++ when exporting the game, so it's fair to say that this language is a "scripting" language as fast as C++.

If you are here just to see some cool gifs, I've got you covered. Here is me punching a hole into a solid surface.


Now, this is the same thing but in the middle of it, I make the surface is now hollow inside in a flick of a second:

The game is 24.6% complete and 91.6% ready for Pre-alpha release.

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Destructible Scenario & Physics 

Setting up the scenario in the engine I'm now able to do this:

That blue square "explodes" the ground every time it touches it, making a crater, the other brown ball just collides with the scenario normally.

I will also make the opposite: creating object and making them interact with the scene at play time.

We are getting close to the first alpha version of the game engine release, I will tell details in the next posts.

The game is 25.1% complete and 95.0% ready for alpha engine release.

ALPHA RELEASED

We hit Alpha!


Right now it's Closed Alpha, but you are free to join our discord and test it yourself!

We also finally have a page for the Game Engine

The game engine is 43.0% complete.

The whole project is 26.3% complete.

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Biomancer (Engine) 0.1.3.0 Alpha Released

♥(ง☉‿☉)ง ♫♩ 乁(☉‿☉乁) ♥


Biomancer (The Game Engine) is 44.3% complete.

The whole project is 27.0% complete.

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UI Editor - 0.1.4 Alpha

ヽ(⌐■_■)ノ♪♬


Minor trypophobia warning!

Biomancer (The Game Engine) is 45.5% complete. 

 The whole project is 27.8% complete.

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Bioscripts: 0.1.5 - Alpha

I completed the engine's script editor, the scripting language is called Bioscript.

https://fearcode.itch.io/biomancer/devlog/876634/bioscripts-015-alpha

You can load the test project by clicking in Open Existing Projects and choosing "./samples/TestProject/TestProject.bioproj"

I owe you a tutorial, I'm aware, it will come once the engine is feature complete :)

Meanwhile here is me fooling around with the engine's 3D Editor.

That's like a bulding done 1 minute, and Here is me navigating through the building:

Biomancer (The Game Engine) is 46.7% complete. 

 The whole project is 28.5% complete.

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2 Years of Shine (And Biomancer)

A few days ago we hit the 2 years mark of me posting about the game and my game engine online.

I want to thank everyone who has followed the the project over the past two years! It means a lot!

Here is a full dev log:

https://fearcode.itch.io/biomancer/devlog/890417/two-years-of-biomancer-a-major-...

And here is a discord invite in case you want to download the game engine and try it yourself!

Biomancer (The Game Engine) is 47.9% complete. 

The whole project is 29.3% complete.

We hit the 30% Mark!

The project is 30% complete and that's a hell of an accomplishment!

Here is a new Devlog for you!

And here is a cool preview of what's in the Dev log! I'd be glad if you checked it out!

And here is a discord invite in case you want to download the game engine and try it yourself!

Biomancer (The Game Engine) is 50% complete. 

The whole project is 30% complete.

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Animation & Timeline System

Today I come with  another significant update from Biomancer's (My indie game engine) development journey.  I'm introducing our new Animation & Timeline System, which allows you to easily create and control animations within the engine.


You can see it in full in the devlog.

And here is a discord invite in case you want to download the game engine and try it yourself!

Biomancer (The Game Engine) is 53.8% complete. 

The whole project is 31.6% complete.

This is awesome!! Out of curiosity, do you post your devlogs anywhere else besides itch? I feel like more folks would love to see what you're working on. Even just crossposting to places like Reddit, Twitter, or a personal site could go a long way. I'm trying to get better about doing that too, and it'd be cool to see your stuff pop up in more spots! Keep it up :)

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Thanks a lot brother, Marketting is by far my weakest point, I'm terrible at it.

I never had twitter and I still struggle with it, specially after all that has happened to it. Now reddit I do have mostly for programming topics, but what do you recommend me do? Where should I post about it? All reddits communities seem to be very restrictive with what they classify as "self-promotion". 

Marketting is a huge topic, I don't know what social medias are more relevant for the topic, I have an youtube channel, maybe I'll invest in shorts as well. 

For now, I'm avoiding spending too much of my free time (which is pretty scarce already) on it. I'm focusing first on having a presentable game, and then spend some time in there. I have hopes that someone that really liked the game may help promote it in future too.

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I hear you: marketing can feel like a whole other craft on top of game making. Here’s a simple path you can follow without it being a huge time sink:

  1. Pick one or two communities to start

    • Reddit: Try subreddits with clear self promo rules like r/IndieDev, r/GameDevClassifieds or r/itchio. Read their pinned rules, then share a short post (title, 2 to 3 screenshots or a 30 second video clip and a link) once a week.

  2. Leverage a YouTube channel

    • Post a 30 to 60 second highlight on Shorts. Show a funny bug  or a new feature!

    • Link back to your devlog or itch.io page in the description.

  3. Join a few Discord servers

    • Lost Relic Games: Great indie dev community where you can share progress and get feedback.

    • Itch.io Official Discord: Good for dev updates, networking and sharing your game in showcase channels.

    • Bonus: search “indie game dev” servers. Share progress snapshots in the show and tell channels.

  4. Make it a mini habit not a time sink

    • Block 30 minutes once a week for posting and engaging. A quick comment on someone else’s work counts as community building.

  5. Plan for when your game engine looks polished

    • Keep a pocket folder of 5 to 10 clips or images you can share instantly when you hit milestones (like you already do for these devlogs).

    • Ask friends or testers to help spread the word if they love what they see.

You’re already doing the hardest part. Each small post builds credibility. The more you share genuine progress the more people root for you. Let me know if you want a template for a Reddit post or a devlog outline; I'd love to help out! Been following your project for well over a year now, and there's nothing more I want then to see it thrive. You got this!

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Wow, shit! This is amazing, thanks a lot! I'm even copying it down to my personal notes so I don't forget, I really appreciate it.

Yes, keeping up with the posts are indeed the hardest part, but they will become more and more regular the further I go, once I have something more solid I plan to make it way more frequent.

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And yes, of course I'll accept your offer of helping me out spread the word!

Once I have something more solid, I'll remember to run by you for inputs, specially my writing, since english is not my first language it would be nice to have someone with a better writing than I have to give me inputs!

Thanks again, brother!

Anytime man! I'm glad you found the advice useful.
My Discord is thetominator64 if that's an easy way to message me when you have something you'd like thoughts on. 

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Today Biomancer is in Open Alpha!

https://fearcode.itch.io/biomancer/devlog/960820/open-alpha

You can now download the Game Engine on Itch:

https://fearcode.itch.io/biomancer


You can join our Discord to get more regular releases:

https://discord.gg/nrZeYy3UM2

Biomancer (The Game Engine) is 57.1% complete. 

The whole project is 33.5% complete.

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Human-like AI

I just finished the first version of the Game's AI. It's based on LLM (the same tech as ChatGPT, it's llama actually), so you will be able to fully talk to it in the game! 

It's all offline, no connection to any AI server.

To test this new AI made for the game I create a discord bot and powered her with it!

She is called Matriel and you can talk to her in our discord!

Here is me asking her to explain the 3rd and last big feature of the game:


Here is the full dev log: https://fearcode.itch.io/biomancer/devlog/987475/human-like-ai

Biomancer (The Game Engine) is 59.8% complete. 

The whole project is 34.6% complete.

Talking to multiple NPCs

I'm still in AI land making sure the game engine can produce a very immersive AI for Shine Fall (The game).

Now, the player can talk with multiple NPCs "at the same time".

Here is the full dev log: https://fearcode.itch.io/biomancer/devlog/1012971/talking-to-multiple-npcs

The game is not out yet, but I made a Discord bot to test the game engine's AI, she's called Matriel, you can chat with her in the project's discord server.

And just to keep up with my tradition of showing something cool from the engine:

Here's a screencap of me testing Biomancer's (The game engine) infinite scenario:

Biomancer (The Game Engine) is 62.3% complete. 

The whole project is 35.7% complete.

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Everything is nicer with Particles!

The project is still alive, I've been silent but busy!

Now we have particles to use as special effects to explosions!

https://fearcode.itch.io/biomancer/devlog/1070055/everything-is-nicer-with-parti...

Biomancer (The Game Engine) is 68.6% complete. 

The whole project is 37.4% complete.

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Yay!

Audio Finally Came to Life🎧

For a while now, Biomancer has been able to load audio assets—music, sound effects, heavy files on disk—but that was about it. The engine knew what a sound was, it just couldn’t do anything with it yet.

This changed, I finally wired up the missing half of the pipeline: runtime audio control. Now Biomancer can actually play audio it loads, and not just play it, but control it the way a real game engine should.

Full Devlog:

https://fearcode.itch.io/biomancer/devlog/1104343/audio-finally-came-to-life-in-biomancer-

Biomancer (The Game Engine) is 72.1% complete. 

The whole project is 38.4% complete.

Skydomes, Smarter Data & Script Quality-of-Life

This month I've worked on a group of features that together will make it possible for me to start creating the game I wanted in the end.

You can see all these features in my devlog:

https://fearcode.itch.io/biomancer/devlog/1134957/joining-all-features-for-beta

Biomancer is getting closer and closer to beta release, there are less than a handful of missing features for it and only big one is exporting the game itself. You may expect beta coming this spring.

Biomancer (The Game Engine) is 79.2% complete. 

The whole project is 39.2% complete

We are 40% Complete!

This is a big achievement, it's been a long time and we are getting close to finish up the game engine so I can finally start the game itself.

Here is a new devlog:

https://fearcode.itch.io/biomancer/devlog/1314755/last-post-before-beta-release

Biomancer (The Game Engine) is 82.1% complete. 

The whole project is 40% complete

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All Major Game Engine Features are complete!

Yes that means we achieved BETA!

It's closed beta you can access it in the project's discord: https://discord.gg/nrZeYy3UM2


Here's the full devlog:

https://fearcode.itch.io/biomancer/devlog/1389731/feature-complete

Biomancer (The Game Engine) is 88.7% complete. 

The whole project is 41.4% complete

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GAME ENGINE OPEN BETA!

Biomancer (my indie  game engine I made for this project) has reached Beta, which means all major features are completed and thus Shine Fall (the game) development starts now!

You can download my game engine in here: https://fearcode.itch.io/biomancer/devlog/1459798/open-beta-is-here

This is a huge milenestone! I'll now switch to game development (instead of engine development) and start the second half of this project!


Biomancer (The Game Engine) is 100% complete. 

Shine Fall (The Game) development has just begun.

The whole project is 42% complete

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