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Jon Flinchum

@jonflinchum.bsky.social
5 followers 10 following 15 posts

Software dev with a side of baking and piano. Currently working as an indie dev on a game called Hadostruct. jflinchum.github.io/personal-webapp

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Reposted by Jon Flinchum
Scoops @sharkscoops.bsky.social · 03/10/2026
This week's focus was on updating the character base to a more usable state! Now I can work on clothes and character customization! (ignore the silly placeholder face 😊) They are perhaps a bit too buff by default, but also they're working on a ship sooo... #screenshotsaturday #gamedev #indiedev
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Jon Flinchum @jonflinchum.bsky.social · 03/10/2026
This week I've been trying to work out some pathfinding patterns for our drone enemies during combat! I'm pretty happy with the results so far. #screenshotsaturday #gamedev #indiedev
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Reposted by Jon Flinchum
Scoops @sharkscoops.bsky.social · 26/09/2026
This week was focused on weapon feel! I did a pass of recoil, spread, screenshake, and added a hitmarker system. Even with placeholders everything is feeling much better now. 😌 It's amazing how much some screenshake can carry the weight of actions. #screenshotsaturday #gamedev #indiedev
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Jon Flinchum @jonflinchum.bsky.social · 26/09/2026
This week's focus has been primarily around working up our NPC behavior trees! Starting to finally work on combat has been a blast. #screenshotsaturday #gamedev #indiedev
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Reposted by Jon Flinchum
Scoops @sharkscoops.bsky.social · 19/09/2026
New glass shader! #screenshotsaturday #indiedev #gamedev
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Jon Flinchum @jonflinchum.bsky.social · 19/09/2026
For this #screenshotsaturday, I wanted to show off the progress on our repair/destruction system, as well as a mission system that's pretty modular to work with! It'll be handy in the future when we're designing levels for the player to explore. #indiedev #gamedev
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Reposted by Jon Flinchum
Scoops @sharkscoops.bsky.social · 12/09/2026
Finally got rid of that placeholder water surface texture #screenshotsaturday #gamedev #indiedev
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Jon Flinchum @jonflinchum.bsky.social · 12/09/2026
Been working through improving our inventory system this week! Managed to get a player preview camera set up and was able to auto generate icons for our items based on their models. Much much better than all of the placeholder sprites we've been using so far! #screenshotsaturday #indiedev #gamedev
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Reposted by Jon Flinchum
Scoops @sharkscoops.bsky.social · 05/09/2026
Spent the last two weeks refactoring our Structure Editor and making tools for procedural geometry! Now every structure is based on a graph, which means I can bake out SDFs to make the water visuals way cheaper and more accurate on the GPU. #screenshotsaturday #indiedev #gamedev
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Jon Flinchum @jonflinchum.bsky.social · 05/09/2026
For this #screenshotsaturday, I wanted to share progress on our custom crosshair system! We can define different crosshair styles for individual items that we swap to, and we can even combine crosshairs when dual wielding. 🎉 #gamedev #indiedev
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Reposted by Jon Flinchum
Scoops @sharkscoops.bsky.social · 30/08/2026
Still mainly working on refactors and cleanup, but I did finish up a big wiring refactor! Looks very good with the cable simulation I showed off last week. I also did a few performance passes so that spawning tons of items doesn't slow the game down much. 😌 #screenshotsaturday #gamedev #indiedev
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Reposted by Jon Flinchum
Scoops @sharkscoops.bsky.social · 23/08/2026
To take a break from a big editor tooling refactor, I replaced the default Unity Line Renderer we were using for cables with a new simulation/mesh gen system using burst and jobs! It runs really smoothly and looks soooo much better. 😌 #screenshotsaturday #gamedev #indiedev
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Reposted by Jon Flinchum
Scoops @sharkscoops.bsky.social · 15/08/2026
Ran into some niche issues with our previous method of nested physics, so I spent today setting up Physics scenes for each structure. Now you can carefully arrange items and be sure they won't move even when the submarine is going incredibly fast. #indiedev #gamedev
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Scoops @sharkscoops.bsky.social · 13/08/2026
Better clean this place up before the captain gets back! 🧽 Was recovering from some dental work today, so I took a break from core systems to add a dirt/cleaning system in! #indiedev #gamedev
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Jon Flinchum @jonflinchum.bsky.social · 09/08/2026
Still need to work on some of the visuals (and my aim) but with all the new enemies we've been working on, it felt like a good time to start implementing controllable turrets for our submarine! #screenshotsaturday #indiedev #gamedev
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Reposted by Jon Flinchum
Scoops @sharkscoops.bsky.social · 09/08/2026
Got physics based actors set up! It's very fun to bully the drones. Also got really basic damage and actor death working too. #screenshotsaturday #indiedev #gamedev
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Reposted by Jon Flinchum
Scoops @sharkscoops.bsky.social · 02/08/2026
Added a really basic drone today. It's very fun to fly around as it. Definitely going to need to include hacking/piloting drones as a gameplay mechanic later. #gamedev #indiedev
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Jon Flinchum @jonflinchum.bsky.social · 02/08/2026
Now with more fish! 🐟 This week's work has been more pathfinding prototyping, as well as setting up context steering and learning behavior trees more in depth. It's awesome when you start to see NPCs move around and act in the world you've been working on. #screenshotsaturday #indiedev #gamedev
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Reposted by Jon Flinchum
Scoops @sharkscoops.bsky.social · 01/08/2026
Fish! It's really terrifying at the moment with how fast it moves, and its bite has way too much knockback force. But it's very exciting to see all of the systems work come together!!! Also it's very fun to play as a fish. 🐟 #screenshotsaturday #indiedev #gamedev
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Scoops @sharkscoops.bsky.social · 27/07/2026
Now "empty" actors just collapse on to the floor, so it's easy to tell when a body has no NPC or Player controlling it. It's also funny to watch people collapse when they disconnect from the server. #indiedev #gamedev
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Reposted by Jon Flinchum
Scoops @sharkscoops.bsky.social · 26/07/2026
Freaky friday on a #screenshotsaturday?!? Just finished a big refactor that unifies all 'Actors' in the game so players and NPCs function in the same way. Best way to test that is a gun that swaps bodies, of course! Works in multiplayer and on Player <-> NPC #indiedev #gamedev
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Jon Flinchum @jonflinchum.bsky.social · 25/07/2026
Updates on our path finding prototyping 🎉 We slapped a human model on our roomba and added some smart pathing to press buttons in order to open doors between it and its objective. Now we're starting to get a good idea of how NPCs will move around in our game! #screenshotsaturday #indiedev #gamedev
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Reposted by Jon Flinchum
Scoops @sharkscoops.bsky.social · 19/07/2026
Some quick vfx goes a long way! Now welding has some nice emissive feedback with a particle burst when it's done welding a point. #gamedev #indiedev
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Scoops @sharkscoops.bsky.social · 19/07/2026
I'm one of those sickos that thinks more games should have cleaning systems. Spent today moving decals over to a basic octree storage system so it's quick to query them for cleanup gameplay. #gamedev #indiedev
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Reposted by Jon Flinchum
Scoops @sharkscoops.bsky.social · 19/07/2026
Make sure to clean up after yourself!!! 🧹 With all the systems work I've been doing, the welder took only a couple of hours today to get the model, animation, and logic made and working in game. #screenshotsaturday #gamedev #indiedev
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Jon Flinchum @jonflinchum.bsky.social · 18/07/2026
Finally starting to look into path finding! We're only just getting started with the foundation, but in the meantime you can watch as I get chased down by this roomba while testing out this week's work. #screenshotsaturday #indiedev #gamedev
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Reposted by Jon Flinchum
Scoops @sharkscoops.bsky.social · 11/07/2026
This week's focus was melee weapons! Got a nice workflow for tying active frames to animations per weapon, and being able to raycast along the arc to get accurate hit locations! #screenshotsaturday #gamedev #indiedev
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Jon Flinchum @jonflinchum.bsky.social · 11/07/2026
It's #screenshotsaturday time! This week's focus has been on integrating our prototype for our wiring/logic system into the game. The idea is that Engineering roles on your submarine can create circuits to control all kinds of machinery on your ship! #indiedev #gamedev
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Reposted by Jon Flinchum
Scoops @sharkscoops.bsky.social · 04/07/2026
Guns! Lots of work on getting impact effects and decals set up this week. Couldn't stop myself from adding hitstop as well. 😌 I think it will really help when I'm getting melee weapons to feel good. #screenshotsaturday #gamedev #indiedev
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Jon Flinchum @jonflinchum.bsky.social · 04/07/2026
Hey all! I wanted to share my side of development as I work with @sharkscoops.bsky.social on Hadostruct. This week, I've been focusing on moving furniture and precision placing items, so you can decorate your submarine during downtime in between missions! #screenshotsaturday #gamedev #indiedev
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