T @hillhand.com · 09/09/2026The only game I ever played that had a spell to create a field of flowers, Book of Travels. 080
T @hillhand.com · 23/08/2026Happy Posting Historical Scenes of Violent Combat Day to those who celebrate. 000
T @hillhand.com · 20/08/2026Early solarpunk was less "what if the world was cartoon farmland + cyberpunk tropes" and more "what if we didn't hate plants". Still pretty naive of course, basically just Frutiger Aero, but I can kinda see the idea being "what if rural vs. urban doesn't even need to be a thing anymore?" 180
T @hillhand.com · 18/08/2026Alright, using the height map function to make landscapes is cool and all, but also ooooh look at how nice brutalist greeble landscapes look in voxels. 010
T @hillhand.com · 13/08/2026We're primed to expect shadows to be cooler, so you can take that pretty far, straight up into purple and blue, without it losing the feeling of being "red". 180
T @hillhand.com · 23/07/2026Trying to build out some basic prefabs for the slab library. Any ideas for things to add? 010
T @hillhand.com · 16/07/2026The aura corporations tricked us into thinking they have, vs. their reality: 000
T @hillhand.com · 15/07/2026Every so often the way I got edge lighting to look makes some really cool vibes 010
T @hillhand.com · 24/06/2026hillhand.itch.io/terrablox/de... - Update for Terrablox, my voxel virtual-tabletop. This week's focus was on UI and accessibility: custom colors, text size, control options. Also multiplayer and visual bug fixes and the start of audio systems. #VTT #Voxel #Terrablox 020
T @hillhand.com · 16/06/2026Making little towns is pretty fun. I do think I nailed the pleasantness of just building. #terrablox #vtt #voxel 030
T @hillhand.com · 12/06/2026Finally got scene fog working in a way that doesn't conflict with the fog-of-war. This has been an annoying bugbear for like a month where I would keep trying stuff, struggle to not-quite-get it working for a whole day or two before rolling it back, then trying something else a few days later. 010
T @hillhand.com · 11/06/2026Alright putting together generic grimdark terrain is pretty fun ngl #terrablox #vtt 041
T @hillhand.com · 11/06/2026The windows being crosses was kind of an accident but it definitely helps capture the right vibe. #terrablox #vtt 010
T @hillhand.com · 09/06/2026Mounts! Any token can be assigned one or more arbitrary "ride slots". 220
T @hillhand.com · 07/06/2026Place labelled markers into scenes which by default are visible only to the GM. Individual markers can be assigned to player teams so they can see them if needed. Optionally, you can attach any Note from the campaign. 020
T @hillhand.com · 07/06/2026Re-styled how name and stats are shown over tokens, and added increment/decrement buttons to stats. 020
T @hillhand.com · 06/06/2026Necromunda-styled terrain is very fun to put together. You can make a few modular parts like "grey techy block" or "rusty girder frame", paste those all over the scene, then add walkways, broken walls, barrels, some lights, etc. 020
T @hillhand.com · 04/06/2026Drawing scenes in black & white with high noise and contrast feels nice. Post-process effects in general were a good addition. 010
T @hillhand.com · 02/06/2026Movement rulers now trace along surfaces- not full pathfinding, but just sort of snapping to the ground. 030
T @hillhand.com · 30/05/2026When messing with lighting I kept accidentally creating this bug where only outlines received light, but it looks so neat that now it's an intentional scene effect called "Moonside": 010
T @hillhand.com · 30/05/2026Added some extra details to movement rulers: height change is shown in addition to straight-line distance, and drop lines can be set to always show on flying tokens. 010
T @hillhand.com · 29/05/2026Simple sprite sheets with any number of sides are now supported- just lay them out evenly in one image going clockwise from the front view: 020
T @hillhand.com · 29/05/2026Alright, did simple facing- optional per-token, so you can still get the normal billboarding behavior if you want. Facing is marked with a little arrow. I think I also want to allow a setting for sheets with multiple view angles like Doom or Ragnarök Online. 110
T @hillhand.com · 28/05/2026Is this anything? I feel like this idea for standees is a pretty accessible, general-purpose solution, but how do people feel about how they look? 220
T @hillhand.com · 28/05/2026Updates for this week: basics for a player stats system, a proper rendered sky, and some fixes for lighting: hillhand.itch.io/terrablox/de... 010
T @hillhand.com · 26/05/2026Taking a break from trying (and mostly failing) to optimize lighting, to instead do some quality of life stuff: 010
T @hillhand.com · 20/05/2026Crazy how big a difference adding little edge highlights to edges has: 000
T @hillhand.com · 11/05/2026Added some camera modes: isometric (which eases you into the conventional angles), orthographic (free orbit), and topdown. I'll have to display the standees more like actual "tokens" when in topdown. 020
T @hillhand.com · 10/05/2026My voxel based virtual tabletop! Did some cleanup to the UI and got a bunch of bugs cleaned up, enough for people to try it - note there is no multiplayer yet, and won't be for a while: drive.google.com/file/d/1B8T6... 110
T @hillhand.com · 07/05/2026Experimenting with this dither overlay for fog of war instead of desaturating the blocks. This feels better to me because it's obviously UI, and still shows what the occluded area actually looks like without fog. 000