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NamespaceEcho

@namespace-echo.bsky.social
39 followers 19 following 70 posts

24M / Software Engineer, Game Dev, Web Dev with 10+ years of experience. Remember: "Everything is not what it seems..." Currently developing Timelines: Frame of Mind

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NamespaceEcho @namespace-echo.bsky.social · 29/10/2025
Thanks to all the votes, the game's logo has been decided, and is now animated in the game as a new transition! This didn't take too long to make, but was definitely interesting to deconstruct into animatable parts. Pretty cool, don't you think? #indiegamedev #indiegame
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NamespaceEcho @namespace-echo.bsky.social · 17/09/2025
Naming these memberships in the game's Wi-Fi Tier system is fucking awesome... XD. Each one is a satire, centered around how internet companies label and categorize customers. #indiegame #indiegamedev
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NamespaceEcho @namespace-echo.bsky.social · 17/09/2025
It's happening, people... IT'S HAPPENING!!! The Tutorial is in progress, and it's exciting!!! #IndieGameDev #indiegame
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NamespaceEcho @namespace-echo.bsky.social · 06/09/2025
With the settings in place and the animation system upgraded, here's a look at how the interface feels so far, along with some of the new changes. Drag & Drop: There are 2 new animations when picking and dropping. Settings: FructOS settings are working. #indiegamdev #indiegame
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NamespaceEcho @namespace-echo.bsky.social · 06/09/2025
When you start up your machine, you have to boot it up, right? I gave FructOS a boot screen and a little ping when it's done loading. Pretty cute. And yes, the progress bar is that jittery by design, to emulate a real one. It's randomized. #indiegamedev #inidegame
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NamespaceEcho @namespace-echo.bsky.social · 01/09/2025
FructOS Update: Level Select - Drag a level from the playlist and drop it on the select tab. Settings - Adjust the window, graphical, audio, and themes in FructOS (coming soon). Themes - Some themes make the background react to sound, like the default in the clip. #indiegame #indiegamedev
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NamespaceEcho @namespace-echo.bsky.social · 24/08/2025
Update: Finally got the save system to work! It took a long time because I was testing the formatter to ensure it saves and loads correctly. It's also adaptive! So any changes I make to the size of the data will work! Now... to continue with the rest of the features for FructOS.
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NamespaceEcho @namespace-echo.bsky.social · 22/08/2025
In Bandwidth, the Main Menu is a fake operating system called FructOS, which behaves in an environment similar to macOS. I wanted to replicate the dynamic UI animation to allow natural UX. So, I made a CSS-like animation system for the motions to be made! #indiegamedev #indiegame
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NamespaceEcho @namespace-echo.bsky.social · 20/08/2025
Sneak peek into the new Main Menu design coming to Bandwidth :). I updated the window sizes and base style to make it feel more like an OS. I even gave it a new taskbar on the left for Levels, Skins, Wi-Fi Providers, and Settings! #indiegame #indiegamedev
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NamespaceEcho @namespace-echo.bsky.social · 20/08/2025
A look at the list for what's needed for the editor to be complete, AND one of the newest functions added: Group Replication. The parenting order of the original objects will be applied to the duplicated objects. No need to regroup everything! #indiegamedev #indiegame
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NamespaceEcho @namespace-echo.bsky.social · 18/08/2025
The new Property Instruction system is working! Objects now allow instructions for visuals and actions/states! The system supports ANY custom instruction, such as "Boss_Attack_State", "Collected_Value", "Play_Animation", etc. This allows flexibility for future items! #indeigame #indiegamedev
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Reposted by NamespaceEcho
Nick of Korse @korse.bsky.social · 15/08/2025
More Korca doodles
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NamespaceEcho @namespace-echo.bsky.social · 15/08/2025
I updated how objects are visually defined in the game! I can now use a set of properties and rules, and even create new rules later and define their instructions! This system also extends to objects like triggers, bosses, collectables, and so forth! #indiegamedev #indiegame
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NamespaceEcho @namespace-echo.bsky.social · 11/08/2025
I upgraded the Search Filter in the editor to have Fuzzy Search! The search will now GUESS what you're trying to type. It no longer matters if you misspell a word or leave it incomplete! It's not case sensitive. The game just auto displays it as capitalized. #indiegamedev #indiegame
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NamespaceEcho @namespace-echo.bsky.social · 06/08/2025
Uh... Ok, whatever this is, it doesn't look very friendly or easy to get rid of. I think the player may have to put up a fight. (Hint hint) 👀👀👀 #indiegame #indiegamedev
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NamespaceEcho @namespace-echo.bsky.social · 04/08/2025
I wonder what this could be... 👀👀👀 #indiegame #indiegamedev
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NamespaceEcho @namespace-echo.bsky.social · 31/07/2025
I updated how the path playback system works! Now it plays back the path CONTINUOUSLY, until it reaches the end of the path or the song. This is much more useful than the original section-based system, which didn't work well with smaller path lengths. #indigamedev #indiegame #rhythmgame
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NamespaceEcho @namespace-echo.bsky.social · 27/07/2025
Editor progress from about 4 days ago: - New interface style - The Build Rack and Properties Panels have been added - Search pieces by name (not case sensitive) and Category Filtering are working - Playmode camera transitioning is now instant More progress soon #indiegamedev #indiegame #rhythmgame
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NamespaceEcho @namespace-echo.bsky.social · 14/07/2025
Progress update on the editor. We now have the Properties panel. The panel is used for editing and modifying objects, including triggers or mechanics. I think I'll also deprecate the Sync Editing panel since Properties covers that too. It's just context-aware. #indiegamedev #indiegame #rhythmgame
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NamespaceEcho @namespace-echo.bsky.social · 14/07/2025
A sneak peek at the new Building Block panel for the level editor. In-game, you'll be able to see a drop-down of all parts, search by name, and/or filter by type. To place a piece in the level, select the type you want, then click on a surface or in the air. #indiegamedev #indiegame #editor
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NamespaceEcho @namespace-echo.bsky.social · 12/07/2025
Hmmm... this is strange. How did it get on the ceiling? Maybe one of the game modes caused it? I wonder which one...? :). #indiegamedev #indiegame #teaser
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NamespaceEcho @namespace-echo.bsky.social · 12/07/2025
2 / 4 Trail Styles are now in the game: - Connected (Default) - Dotted I changed the player model again. Now, it resembles an Ethernet cable. #indiegamedev #indiegame #rhythmgame
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NamespaceEcho @namespace-echo.bsky.social · 11/07/2025
I had to thin the cube some, but honestly, it kinda works! I thinned it so the trail aligns with the end of the player. Otherwise, it misaligned and looked weird.
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NamespaceEcho @namespace-echo.bsky.social · 11/07/2025
Here's what they look like in the game. I had to make an upgrade to the game's Diffuse shader. Now it has support for multi-layered colors, which come in handy for aesthetic and object styling in the level editor.
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NamespaceEcho @namespace-echo.bsky.social · 11/07/2025
Something I worried about was having my game resemble Dancing Line, mainly because of the concept of drawing a line itself. The line concept isn't novel, but I wanted mine to feel like a signal traveling from your modem to a web server, so I made it resemble a cable plug! #indiegamedev #indiegame
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NamespaceEcho @namespace-echo.bsky.social · 11/07/2025
Big bro's got many sides, and I'm glad he has someone who loves all of them 💙 Send him lots of love too, he's the best big bro ever!!!
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NamespaceEcho @namespace-echo.bsky.social · 08/07/2025
About to head back to my lair after being out for my birthday. Best birthday ever and feeling like a great, capable, 24-year-old man! Can't wait to get back to work ☺️!
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NamespaceEcho @namespace-echo.bsky.social · 02/07/2025
Editor Update: I changed the gizmos from sprites to meshes as the resolutions weren't pleasing to the eye. In case you're also wondering why the rotation rings are squared, there's no gizmo to show rotation changes. Without them, rotation changes would be hard to tell on round rings. #indiegamedev
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NamespaceEcho @namespace-echo.bsky.social · 02/07/2025
I just uploaded my website with all the links to some of my socials. It won't look the most elegant but keep in mind, I did all this on my phone, not in my usual workspace. pater-tempus.com
pater-tempus.com
Pater Tempus Links
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NamespaceEcho @namespace-echo.bsky.social · 01/07/2025
Further progress will appear as development progresses. I can give a mini update right now, actually, but it's a little technical. I made a new optimization to the editor. Boundaries for registering object clicks now utilize a singleton pool system to reduce memory usage. #gamedev #indiegamedev
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NamespaceEcho @namespace-echo.bsky.social · 01/07/2025
To kick things off, I'd like to share a bit about what I've been up to. I've been working on a rhythm game called "Bandwidth", where you play as a musician uploading music, but your wifi is really fucky. To complete the uploads, you have to control the signal without crashing. (1/5)
A banner of the 5 out of 7 major gamemodes: Zigzag, Gravity Swap, Duet, Jump, and Slam.
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NamespaceEcho @namespace-echo.bsky.social · 28/06/2025
I updated my YouTube channel! There arent any videos yet, but at least you know where to go when I upload content. youtube.com/@patertempus...
youtube.com
Father Time
23M / Multi-skilled game developer of 9+ years. Remember: "Everything is not what it seems..." Project: Bandwidth 🎵
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Reposted by NamespaceEcho
Nick of Korse @korse.bsky.social · 22/06/2025
A bunch of human sketches, and a single Korca :P
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NamespaceEcho @namespace-echo.bsky.social · 15/09/2024
Thanks to x.com/NickConter, all the character sprites for Parametric's world map are complete! In order shown: Dot - Ari - Mag - Cross Pendulum - Mu - Vector - Partial Polar - The Singularity - Cartesian #parametric #indiegame #pixelart
In order shown;
Dot - Ari - Mag - Cross
Pendulum - Mu - Vector - Partial
Polar - The Singularity - Cartesian
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NamespaceEcho @namespace-echo.bsky.social · 12/09/2024
- Camera interaction has been tweaked for smoother and more accurate results. - Nature objects respond to external forces, like pushing or squishing. - Jump Charges are triggered if Dot (butterfly) is launched, but doesn't start falling, for better time and force consistency. #indiegame #parametric
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NamespaceEcho @namespace-echo.bsky.social · 12/09/2024
Now that videos have been rolled out, I can finally show what I've been up to! This is Parametric, a game where all the animated objects, physics objects, beings, and so on are made from mathematical equations you can manipulate! #parametric #indiegame
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