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Scoops

@sharkscoops.bsky.social
48 followers 46 following 114 posts

Game Dev, She/Her 🏳️‍⚧️ Dev of Hadostruct, a submarine sim and exploration game.

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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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Scoops @sharkscoops.bsky.social · 27/09/2026
Melee attacks in particular gain a lot from the addition of screenshake #indiedev #gamedev
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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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Scoops @sharkscoops.bsky.social · 19/09/2026
New glass shader! #screenshotsaturday #indiedev #gamedev
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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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Scoops @sharkscoops.bsky.social · 05/09/2026
It's so fun to see levels represented in a tiny SDF atlas. Can't wait to start utilizing this for a ton of VFX. #indiedev #gamedev
An image of a level editor with a basic level loaded. Another image of a 2D SDF atlas for that level is overlayed.
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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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root @freshroots.bsky.social · 31/08/2026
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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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Tanner 🍉 @taaaaanner.bsky.social · 29/08/2026
A stylized water shader I'm working on for my indie horror game! It's fully pixelated, as well as the movement! More stuff coming soon! #gamedev #indiedev #gameart #techart #shaders
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Scoops @sharkscoops.bsky.social · 27/08/2026
Make sure you check over your asset import settings. Our Blue Noise texture works wayyy better when it's not being compressed by Unity... 🫠 #indiedev #gamedev
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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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Scoops @sharkscoops.bsky.social · 15/08/2026
Stress testing the local physics scenes and new general damage events! It's very nice to see items remaining 100% stable even when the submarine is flipping around. I'll likely migrate Actors over to the same local physics eventually. #screenshotsaturday #gamedev #indiedev
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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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Scoops @sharkscoops.bsky.social · 11/08/2026
So I'm sure I'm very late to the party, but [Pixel8r](actiondawg.itch.io/pixel8r2) is sooo good for retro texturing. Left is with Pixel8r, right is my old method of crunching the texture in paint .net. Contrast is so much better when I can mess with it directly in Substance. #gamedev #indiedev
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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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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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festive vector @festivevector.com · 06/08/2026
submersive sim #indiedev #gamedev
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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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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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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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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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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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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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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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Scoops @sharkscoops.bsky.social · 02/07/2026
Some really basic recoil! Also, full auto item inputs and input buffering! Lots of really good item work today Next up is some actual bullet vfx #indiedev #gamedev
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Scoops @sharkscoops.bsky.social · 30/06/2026
I feel like I should start making blog posts on obscure Unity issues and how to work around them Spent a few hours today figuring out that Mechanim's 'Mirror' toggle in an animation state breaks Additive animations. 🫠 #indiedev #gamedev
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Scoops @sharkscoops.bsky.social · 28/06/2026
been planning this for a bit, but I added some fake bounce lighting to hadostruct today I wanted to avoid doing any actual bounce lighting, or requiring too many lights, so now rooms get the average color of lights in them and apply that as subtle ambient lighting #indiedev #gamedev
Before picture of a room, the shadows are pitch blackAfter picture of a room, the shadows are not as dark and visibility is better
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Scoops @sharkscoops.bsky.social · 27/06/2026
Lots and lots of animation workflow and IK tinkering this week, but two handed items are looking pretty good! Next up is getting vfx/animations for shooting, very excited to work on that finally. #screenshotsaturday #gamedev #indiedev
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Scoops @sharkscoops.bsky.social · 20/06/2026
The item backend work is shaping up well, so I've been working on animations again. Updated the IK and animator settings so item animations match camera direction better while the player is moving, and they support additive spine/head animations! #screenshotsaturday #gamedev #indiedev
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Scoops @sharkscoops.bsky.social · 13/06/2026
Lots of work on the Item system this past week! Items can be saved and loaded, and their states are preserved when leaving and rejoining a server. #screenshotsaturday #gamedev #indiedev
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Scoops @sharkscoops.bsky.social · 30/05/2026
Testing out multiplayer piloting submarines and shuttles at the same time! It's so nice to see all the systems coming together! #screenshotsaturday #indiedev #gamedev
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Scoops @sharkscoops.bsky.social · 24/05/2026
Finished up a big milestone today! Full save/load support in the open world for world gen'd structures and submarines. You can drive around and dock at other subs/buildings now! It's so cool to see all of the systems coming together finally. #screenshotsaturday #indiedev #gamedev
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Scoops @sharkscoops.bsky.social · 19/05/2026
Spent a few hours today solving a problem I'm sure almost no one else has had in Unity: the inability to rotate point lights. Now point light shadow maps rotate with the light, fixing flickering shadows for point lights on moving objects. #indiedev #gamedev
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Scoops @sharkscoops.bsky.social · 16/05/2026
Lots of work lately, but nothing that looks good for a screenshot saturday. Tons of progress on syncing the world gen in multiplayer and getting subs to be stable even with crazy movement! so here's me testing collision on a sub with 10x the engine power #screenshotsaturday #gamedev #indiedev
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Scoops @sharkscoops.bsky.social · 02/05/2026
Not very exciting to look at in a screenshot, but we got world generation integrated into gameplay testing today. Now I can spawn in with a submarine and explore the greyboxed mess of splines. (in multiplayer too!) #screenshotsaturday #indiedev #gamedev
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Scoops @sharkscoops.bsky.social · 19/04/2026
Create: Aeronautics finally releasing is going to ruin my productivity for the next week. 😔 What they've managed to achieve with it is wild though! It would be impressive even as a standalone game.
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Scoops @sharkscoops.bsky.social · 19/04/2026
Took a break from world gen to try out some compute shaders for waves! Tying it together with audio makes the water feel way better. #ScreenshotSaturday #indiedev #gamedev
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