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Felix Siebeneicker

@pythooonuser.bsky.social
34 followers 54 following 195 posts

Dad 2x | Working on "unannounced" game 🎮 | I post random stuff about my game dev | I'm not an artist 🙃

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Felix Siebeneicker @pythooonuser.bsky.social · 29/08/2026
Making the tractor beam work in its most basic form. #gamedev
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Felix Siebeneicker @pythooonuser.bsky.social · 29/08/2026
Parser and linter for my #tui language extension starting to take shape. Getting diagnostics in for undefined symbols. Still a long way to go - probably need some type inference system.
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Felix Siebeneicker @pythooonuser.bsky.social · 19/08/2026
I'm starting something new. Something small. Something to finally finish 🤞 #gamedev
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Felix Siebeneicker @pythooonuser.bsky.social · 19/08/2026
After more than a year I had a look back at my VSCode extension for the tui language by @majicdave.bsky.social and now it supports a basic language server, diagnostics, and more 🎉 Suuuper experimental still. github.com/PythooonUser...
Screenshot of the changelog for version v0.3.0. Most notable changes are the language server that adds basic diagnostics.
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Felix Siebeneicker @pythooonuser.bsky.social · 07/05/2025
I had some time to work on a parser and I can now push out diagnostics to VSCode. It will actually become interesting when looking at the scopes and accesses inside tables, but for that I have to write a small linter first. Baby steps 🫠
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Felix Siebeneicker @pythooonuser.bsky.social · 30/03/2025
Very rough first block-out. I want to put all essential features and gameplay ideas into a small area to test things out. #gamedev
A small patch of Unity Terrain with a large forest on the left side and a branching river bed on the right side, blending into a moutain.
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Felix Siebeneicker @pythooonuser.bsky.social · 06/03/2025
Almost one week without writing code? Nah! I figured I need better looking terrain (than just the flat plane) and I will need some kind of chunk system. So let's write one, why not. I mean, I already did that some months ago 👨‍💻 #gamedev
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Felix Siebeneicker @pythooonuser.bsky.social · 05/03/2025
Started working on simple forest assets, like these pine trees 🌲 Tweaked the shader a bit to get a nicer gradient. #gamedev
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Felix Siebeneicker @pythooonuser.bsky.social · 04/03/2025
Haha - shaders go BOOM 💥Probably dividing by 0 somewhere. Sadly, no progress today. No matter what I do, it all looks worse. #gamedev
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Felix Siebeneicker @pythooonuser.bsky.social · 03/03/2025
Now THAT is a blocky fire 🔥 Luckily, the rain hasn't put it out yet 🥶 #gamedev
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Felix Siebeneicker @pythooonuser.bsky.social · 03/03/2025
Added an area call-out for the location as players like to discover stuff. Probably a bit visually intrusive still 🗺️ #gamedev
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Felix Siebeneicker @pythooonuser.bsky.social · 02/03/2025
I'm doing mood-first development 💭 I hunt a specific feeling. When I find that, I will continue expanding the game world. #gamedev
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Felix Siebeneicker @pythooonuser.bsky.social · 02/03/2025
The beginning of an abandoned ruin during a rainy storm. Let's add a fireplace and call it home 🔥 #gamedev
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Felix Siebeneicker @pythooonuser.bsky.social · 01/03/2025
Working on some blocky rain effects (with placeholder sounds!) - Uff, that video quality is something else 🫠 #gamdev
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Felix Siebeneicker @pythooonuser.bsky.social · 28/02/2025
Some relaxed modeling with cubes 🪨 #gamedev
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Felix Siebeneicker @pythooonuser.bsky.social · 08/01/2025
A first prototype of ... a door? Mouse movement controls door movement. #gamdev
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Felix Siebeneicker @pythooonuser.bsky.social · 14/12/2024
🧌 Colors are fine, I guess. Bevels have some scaling issue on some cubes. Not sure about the eyes. Let me animate it first, I think it will change a lot 🫠 #gamedev
A green ogre made out of cubes standing in t-pose in front of white background, the unit cube left to its side.
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Felix Siebeneicker @pythooonuser.bsky.social · 19/10/2024
I selected an idea that I had and am currently fleshing some details out. I need to answer some questions: How many and how complex systems do I need? How much art and content do I need to create? #gamedev
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Felix Siebeneicker @pythooonuser.bsky.social · 18/10/2024
Thinking about ideas and their strengths and weaknesses. I need something that I can commit to with the little time I have available. #gamedev
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Felix Siebeneicker @pythooonuser.bsky.social · 09/08/2024
Looking into layer-based procedural generation. Stage 1 completed💪#madewithunity
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Felix Siebeneicker @pythooonuser.bsky.social · 14/05/2024
Working on storage ideas. I want items to have a physical representation inside the world, moving away from a UI represenation. #gamedev
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Felix Siebeneicker @pythooonuser.bsky.social · 11/05/2024
I tried modeling some debris. 🫠 Oh boy! How am I going to make a game with that skill issue? 😅 #gamedev #madewithunity
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Felix Siebeneicker @pythooonuser.bsky.social · 10/05/2024
Got some smaller TODOs done. I now can edit height and color of the terrain behind objects. And placed prefabs using my custom tool retain their prefab links 🎉 #gamedev #madewithunity
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Felix Siebeneicker @pythooonuser.bsky.social · 09/05/2024
I did a stream on www.twitch.tv/pythooonuser implementing the vertex color brush and shader! #gamedev #madewithunity
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Felix Siebeneicker @pythooonuser.bsky.social · 03/04/2024
Added some placeholder structures to the terrain to test my editor tools and the scale of things. 🪨 Next up is adding some color variations to the terrain. #gamedev #madewithunity
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Felix Siebeneicker @pythooonuser.bsky.social · 01/04/2024
Finished drag support for the heightmap brush and performance is fine without even booting up the profiler... weird 🎉 I can now sculpt a much smoother terrain surface 😬 Next up is a better terrain shader and a vertex color painter. #gamedev #madewithunity
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Felix Siebeneicker @pythooonuser.bsky.social · 30/03/2024
Yas! Onwords again 😂
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Felix Siebeneicker @pythooonuser.bsky.social · 30/03/2024
I had a weird issue where terrain meshes would turn invisible when looking at specific angles. Turns out the default bounding box calculation Unity does didn't account for the mesh height 🤷‍♂️ So now I'm calculating it by hand and it works 🎉 #gamedev #madewithunity
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Felix Siebeneicker @pythooonuser.bsky.social · 18/02/2024
I added profiles to mesh vertex height brushes 🎉 #gamedev #madewithunity
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Felix Siebeneicker @pythooonuser.bsky.social · 17/02/2024
Crazy, I got the paint-over-chunk-borders done! It wasn't as hard in the end as I thought it would be. The mesh in the image is divided into 9 chunks. 🎉 #gamedev #madewithunity
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Felix Siebeneicker @pythooonuser.bsky.social · 16/02/2024
Most of the height map editor foundation is done. Onwards to the actual gist: the brush. There are quite a lot of TODOs left and some ugly index/position conversions 🛠️ #madewithunity
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Felix Siebeneicker @pythooonuser.bsky.social · 06/02/2024
The heightmap editor works fine with an example brush for a single chunk. I create two assets, the data wrapper and the actual mesh. Only editor-related code knows about the data wrapper 🛠️ #madewithunity
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Felix Siebeneicker @pythooonuser.bsky.social · 06/02/2024
I'm starting with the heightmap editor which is a brush that lets me paint across terrain chunks in different modes. 🛠️ #madewithunity
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Felix Siebeneicker @pythooonuser.bsky.social · 06/02/2024
A small teaser for the game's environment. To make it work I have to write a bunch of custom editor tooling first 🛠️#madewithunity
In-Game Screenshot
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