Liam @magellanicgames.bsky.social · 08/08/2025Slowly but surely making progress with the levels. This subway level was massively sprawling so took some time to cut it down. Maybe I'll finish it sometime this year 😅 #indiedev #lowpoly #gamedev 0356
Liam @magellanicgames.bsky.social · 05/08/2025Another pain point, stairs. I mean, its fine but the extra work to get the camera to look "okay" puts me off having them in levels. They do "feel" pretty good gameplay-wise though 0211
Liam @magellanicgames.bsky.social · 03/08/2025Pew pew in the subway. I thought that making these corridor-type levels would be easier than wide open areas, but keeping it interesting is definitely more work. 17115
Liam @magellanicgames.bsky.social · 28/07/2025I had about 6 unused levels from the first version of Point Rescue. 2 of them were intended to be boss levels, but never got around to it. So after years at this point, I'm prototyping out the second boss. Biggest challenge has been fitting in the events/AI into the existing wave spawn system 0173
Liam @magellanicgames.bsky.social · 23/07/2025Been experimenting with the camera focus timings. Found it actually more fun to vary the camera speed. Provides a nice challenge. 2365
Liam @magellanicgames.bsky.social · 18/07/2025Holy crap it has been a while. It'll be interesting to see how easy it is for me to get going making a new level. 030
Liam @magellanicgames.bsky.social · 25/02/2025I love #lowpoly crts. Flat screens never seem as appealing. Perhaps I'll have to model one and see. 2333
Liam @magellanicgames.bsky.social · 22/02/2025The final room of my #lowpoly flat for #screenshotsaturday 2656
Liam @magellanicgames.bsky.social · 20/02/2025Almost there. Just need one more room then gonna call this one done. #lowpoly 1463
Liam @magellanicgames.bsky.social · 18/02/2025A bathroom to go with the #lowpoly living room. Garish but hopefully not eye gougingly ugly. 2756
Liam @magellanicgames.bsky.social · 14/02/2025Trying out some higher resolution textures than I usually do; that and some lighting. Typically keep to unlit and some vertex colours, but quite liking this. #lowpoly 2293
Liam @magellanicgames.bsky.social · 09/02/2025More progress on the #lowpoly kitchen. Streadily filling out the various props needed. 0819
Reposted by LiamLiam @magellanicgames.bsky.social · 02/02/2025More progress on the campsite, or at least the surrounding foliage. #lowpoly 0142
Liam @magellanicgames.bsky.social · 02/02/2025More progress on the campsite, or at least the surrounding foliage. #lowpoly 0142
Liam @magellanicgames.bsky.social · 27/01/2025An experiment on my shack with some different colours and shading. 090
Liam @magellanicgames.bsky.social · 20/01/2025Feels like an age since doing any art/modelling. Really wanted to experiment with some low res, low poly with lighting. In the past I've always done unlit. Had fun with this #lowpoly #pixelart #b3d 040
Liam @magellanicgames.bsky.social · 27/11/2024Fancy some retro arcade light gun action? Why not give the Point Rescue: Arcade alpha demo a play. magellanicgames.itch.io/pointrescue-...magellanicgames.itch.ioPoint Rescue Arcade by MagellanicGamesPlay in your browser 041
Liam @magellanicgames.bsky.social · 19/11/2024Whelp that's another day that has just flown by. Here's some Point Rescue. #indiedev #lowpoly #psx 0223
Liam @magellanicgames.bsky.social · 17/11/2024Another Point Rescue Arcade repost. Looking forward to getting back to it. Leaving projects on ice for a bit seems to kinda be a good way for rejuvenating enthusiasm for them. #indiedev #gamedev #psx 071
Liam @magellanicgames.bsky.social · 14/11/2024Some more Point Rescue Arcade. This is some footage I took when testing with the Sinden lightgun a while back. Currently working on some other stuff, but looking forward to getting back to it #indiedev #gamedev #lowpoly #psx 0251
Liam @magellanicgames.bsky.social · 09/11/2024Writing a new set of camera functions that use composeable transforms so arbitrary rotation and movement is easier. i.e, derive global positions from a combination of relative local transforms. Was hitting issues with the old and very-under-developed functions. #indiedev #screenshotsaturday 132
Liam @magellanicgames.bsky.social · 05/11/2024One of the challenges of rolling your own is always the lack of integrated WYSIWYG, but been having good fun using blender. It has been doing the heavy lifting until I fully implement the in-game editor (25% complete roughly) #indiedev #gamedev 0121
Liam @magellanicgames.bsky.social · 04/11/2024A bit more work on the in-game editor to atleast show a 2d view of the rooms as well as UI for displaying notifications on in-game events. #indiedev #gamedev 050
Liam @magellanicgames.bsky.social · 03/11/2024Putting all that 2D overlay code to work showing reload progress, stamina drain as well as healthbars and damage numbers. Time is starting to enable more gamedev time than engine dev. (which is good and fun) #indiedev #gamedev 092
Liam @magellanicgames.bsky.social · 02/11/2024Spent way too long getting 2d text and 2d healthbars to overlay correctly...but it is done. Huzzah!! Decided against using billboards as with this no need to worry about distance scaling/ #indiedev #gamedev #screenshotsaturday 081
Liam @magellanicgames.bsky.social · 01/11/2024Steadily adding gameplay stuffs and experimenting with room layouts. Working on an equipment system, what are you working on? #indiedev show me your #gamedev. Wanting some inspiration! 070
Liam @magellanicgames.bsky.social · 30/10/2024Giving my encounter editor a test run. Not very pretty but it beats using a plain old text editor. Next step will be more visualisation of the levels/rooms. #indiedev #gamedev 0120
Liam @magellanicgames.bsky.social · 29/10/2024A demo of seamless (almost) loading between level areas. The demo had hard stop/starts between and I generally prefer how Virtua Cop was seamless between areas. The demo didn't have moving scenery either, so even the doors opening/closing is a nice upgrade to encounters #indiedev #gamedev 0287
Liam @magellanicgames.bsky.social · 28/10/2024Gotta have destructible items to distract from what you SHOULD be shooting at. #indiedev #gamedev 0141
Liam @magellanicgames.bsky.social · 27/10/2024A WIP update of Point Rescue demo's first level with the updated models and camera motion. It is using Godot 4, currently experimenting with something else. SDL3 being able to identify input from multiple mouse devices would allow local co-op #indiedev #gamedev 3475
Liam @magellanicgames.bsky.social · 27/10/2024If you don't know me, I'm Liam and I (time allowing) make games. This is some gameplay of my lightgun shooter, Point Rescue: Arcade. Worked hard to get that camera interpolation nice and smooth! #indiedev #gamedev 48913