Sani @sanikkat.bsky.social · 28/09/2026Adding basic VR support to Aggressors, nothing too complex. Something that I do hate about VR implementation is that i have to make a specific version of the UI that's both readable and functional for VR. It's not finished but I got the basic important parts done. It feels fun to use. 0151
Sani @sanikkat.bsky.social · 24/09/2026Aside from traditional pitch, roll and yaw controls, as well as mouse aim, I've decided to add novice controls as one of the input options you can use for the small minority who just enjoy novice flight. ironically I find this harder to use than the aforementioned input methods lol. 1196
Sani @sanikkat.bsky.social · 22/09/2026Adjusted the new death effects to be a bit more "realistic", but more importantly i've made the weapon tracking camera much more cinematic. 03312
Sani @sanikkat.bsky.social · 22/09/2026(music is not Aggressors OST, its deep fried pizza by square pusher) "mom I want to make metal bleed" make metal bleed at home: 1195
Sani @sanikkat.bsky.social · 15/09/2026Imported the newer terrain, note that I'm still working on some shader stuff. This is generally much more optimized than all previous methods I've been doing and generally looks better. There's some issues such as clouds rendering above mountains and weird normal issues. 0132
Sani @sanikkat.bsky.social · 15/09/2026Here's the character artwork done for the booth in HD btw, just because I'm excited and I want people to see it as both artists put a lot of work into it. That is, a near-final version of the main cast's character designs also. 1217
Sani @sanikkat.bsky.social · 15/09/2026So here's a fun thing if you play VRChat, I got a booth at #FlightWeek2026 You guys should like, go visit or something and see everything else in there. 1234
Sani @sanikkat.bsky.social · 14/09/2026Alright, I think I think I've gotten a decent firs version of my custom terrain tool. Blue is stuff that repeats the most, red is stuff that is unique, purple is the interpolation between these. Now, to import terrains made with this workflow into unity without feeling like I'm gonna implode. 070
Sani @sanikkat.bsky.social · 13/09/2026The #1 thing holding aggressors back right now is perfectionism about terrain. looking at the older ace combat games. It's amazing how they managed make such realistic environments while repeating tiles. What baffles me is that AC7 still does this. (ACZ and AC5 maps from Death_the_d0g @ twitter) 1192
Sani @sanikkat.bsky.social · 11/09/2026Finally fixed my render distance issues and updated my volumetric clouds to be even better. It's not perfect, But I think this looks better than before. In particular i really like the shot from where I'm descending and I switch to the over wing cinematic view. It's the best my game has looked. 1298
Sani @sanikkat.bsky.social · 09/09/2026Added a small detail that i think adds a lot to aircraft movement. Shader based wing wobble. I'm surprised AC8 doesn't do this with how easy it is to do.... 0349
Sani @sanikkat.bsky.social · 07/09/2026Reworked my city and terrain generation a bit more once more, and I think this is looking pretty good! Also, i realized making the city mission take place during the night makes it much more visually interesting in so many ways. 1153
Sani @sanikkat.bsky.social · 01/09/2026i haven't posted in 2-ish months because I've been dealing with stuff but Aggressors is still being developed. Just working on stuff that isn't interesting like performance improvements. That being said, here have some random WIP footage. I do have something cooler to show off soon. 03111
Sani @sanikkat.bsky.social · 24/07/2026my second monitor is a stolen TV from a hotel. if it turns off it resets all of its settings, so for the longest time I had it idle with CaptainYS' FlyBy2 screensaver on it. But a few days ago I found out its open source. spent 2 days modifying It, so the planes have physics and other fun bits. 2121
Sani @sanikkat.bsky.social · 22/07/2026Working on a WSO system. The lines tend to cut off early but that's just unity's recording system being silly. Currently using TTS as a placeholder, but I plan to have human recorded male and female options for it. Roughly 200~ voice lines. 1274
Sani @sanikkat.bsky.social · 19/07/2026was working on improving my sky and a side effect is that if you zoom out you can see the whole earth, which is fucking sick. This probably more than likely will never be ever visible ingame, but its influence is absolutely necessary. 1152
Sani @sanikkat.bsky.social · 11/07/2026Added mouse aim. Until now the game was really only comfortably playable with a gamepad or HOTAS. Now it's got a very familiar mouse steering! 2468
Sani @sanikkat.bsky.social · 06/07/2026back when I used to mod DCS world I added Anomalocaris to it as a way to learn the tools. 1247
Sani @sanikkat.bsky.social · 04/07/2026Air to air rearming drone. Has some things I want to fix, but I'm satisfied with it! This will be use used in longer missions, so I can keep the pace good while not forcing the player to do the whole process of landing. 36513
Sani @sanikkat.bsky.social · 24/06/2026Shatter part 2. I need to fix a few things such as: Making sure chunks buildings are water tight. Better particles. Optimize it a bit more. Sound effects. Sometimes the whole building doesn't come down. But this won't be a common occurrence in regular gameplay, and it's kind of awesome. 1186
Sani @sanikkat.bsky.social · 23/06/2026shatter :) (super wip but im happy with this so i will only post it here) 1176
Sani @sanikkat.bsky.social · 21/06/2026Experimental urban destruction. There's some stuff I need to polish, but its surprisingly performant for what it is. That being said, doing any sort of real time mesh editing is a pain in the ass and I nearly blew my brains out twice trying to do this. It works tough and I'm okay. 54412
Sani @sanikkat.bsky.social · 18/06/2026Absolutely fucking ridiculous experiments being done with my (heavily WIP) city generation tool. The final game probably won't feature any urban environments like this, for starters I think evil wizard towers new york looks quite ugly. but it's pretty fun to see what I can make. 3389
Sani @sanikkat.bsky.social · 17/06/2026added more cinematic camera stuff like a pilot view, also testing out a new method for city generation since the previous OSM integration felt cheap and honestly hard to control. 0183
Sani @sanikkat.bsky.social · 11/06/2026Prototyping a cinematic camera. There's a lot to refine about it and I'm not happy with it yet. But it's also looking cool. I haven't been working much in aggressors however due to working on related things + planning on making a public version of my cockpit tool. 0308
Sani @sanikkat.bsky.social · 27/05/2026Part of the reason aggressors is taking so long is because i am making my own tools to speed up asset creation. Here is a little example of a cockpit creation thingy majiggy I've been working on. 0152
Sani @sanikkat.bsky.social · 19/05/2026haven't had much time to actually sit down to work on aggressors but here's an aircraft model WIP. plane that makes really loud fart like sounds out of it's gun and people think it's cool for that. 0214
Sani @sanikkat.bsky.social · 22/04/2026Did more to the map generation, added huge fields of trees, although I need fix the shader a bit as they vanish when I turn the camera. But at the same time, it looks really good as is! I might also to make the altitude warning optional as its annoying me lol 1223
Sani @sanikkat.bsky.social · 21/04/2026I've done more improvements to the city + added night time visuals. 1194
Sani @sanikkat.bsky.social · 20/04/2026Despite being WIP, an alarming number of people asked me how I made my city despite it being honestly in my opinion super basic noob stuff. This compelled me to make a video explaining some of the finer details. Note that "slides" go by fast expect to pause. 1277
Sani @sanikkat.bsky.social · 19/04/2026Wrote an optimized city rendering system, still WIP so its full of blemishes. But I'm VERY proud on how it looks at the moment. It only uses 1 material for the buildings. 2417
Sani @sanikkat.bsky.social · 16/04/2026Some misc. screenshots. Lately I've got fed up with most map creation tools sucking for large scale maps such as this. So, I've pivoted into creating a custom large scale terrain tool. The environment generated by it is what you see in these screenshots. 1131
Reposted by SaniClara Gale ✈️ NS 0.4.1 out now! @claradoth.bsky.social · 08/04/2026Moon 2: Electric Boogaloo - now for Europa, the second closest Galilean moon. At the time Nova Squadron takes place, there's a demilitarised zone around the Lunar Ocean Research Station...who have just (April 2283) found alien life 100 miles beneath the ice. #gamedev #indiedev 1238
Sani @sanikkat.bsky.social · 08/04/2026killing my main battle chuds with my evil rocket pods that i just made. When I started this project I was actually super intimidated of making rockets. I just didn't have the knowledge to make them. Now, it just took a few hours with most of it spent modeling the projectile and pod lol 1329
Reposted by SaniClara Gale ✈️ NS 0.4.1 out now! @claradoth.bsky.social · 04/04/2026I've always looked at art trades and thought "damn, those are cool, artists rock". I'm not really an artist, but I have had a lot of practice at one thing: character portraits for NS. Happy birthday to the lead dev of Aggressors: FAC, my close friend/rival/comrade, @sanikkat.bsky.social! 1165
Sani @sanikkat.bsky.social · 31/03/2026on the last video people were telling me the ships were not firing enough. I changed completely fucking nothing on the guns lol, just added sprites to the bullets which I probably should've done beforehand since it makes things more visible. Now to fix the ship missiles not tracking... 35917
Reposted by SaniClara Gale ✈️ NS 0.4.1 out now! @claradoth.bsky.social · 31/03/2026Happy Trans Day of Visibility! It's...not been an easy year, for a lot of trans and enby folks out there. But it's also worth looking ahead to the future, to change, to making the world a better place, little by little. We can do this. 26319
Sani @sanikkat.bsky.social · 30/03/2026I realized I've been misspelling CIWS my entirely life but I'm going to keep it as CWIS in the things I make because it sounds like cheese-wiz I think that's funny. 390
Sani @sanikkat.bsky.social · 30/03/2026Working on anti-ship missiles and further on ship combat. It's a bit rough around the edges but I really like the feel of it so far. 45610
Sani @sanikkat.bsky.social · 30/03/2026also posting this poster cuz I really like how it came out it's fun 16215
Sani @sanikkat.bsky.social · 30/03/2026Something I don't post enough about aggressors is about the hub area and menus. Reason why it's because it's not as cool as planes blowing each other up at fast speeds, and the hub area itself being just weird for this kind of game. That being said here's a look at the current state of it all. 1286
Reposted by Sanimackerel sky @mackerelskydev.bsky.social · 28/03/2026I'm reanimating this account from the dead to drop ASE v0.11a, featuring 2 campaign missions, 3 aircraft, and a total gameplay and visual overhaul! If you'd like to give it a go, the demo can be downloaded from: mackerel-sky.itch.io/at-skies-edge #gamedev #flightsim #screenshotsaturday 02312