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Scoops

@sharkscoops.bsky.social
51 followers 47 following 115 posts

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

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Scoops @sharkscoops.bsky.social · 10/10/2026
With the new character base model it was finally time to replace all of the mixamo placeholder animations animating for a fullbody firstperson setup is a bit tough, but at least they're way less floaty than the old placeholders #screenshotsaturday #gamedev #indiedev
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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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Scoops @sharkscoops.bsky.social · 27/09/2026
breaking glass is very fun, can't wait until I get around to doing a basic audio pass soon #indiedev #gamedev
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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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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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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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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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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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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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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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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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Scoops @sharkscoops.bsky.social · 19/07/2026
it's like popping bubble wrap 😌 need to add some sound effects to it later...
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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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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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Scoops @sharkscoops.bsky.social · 04/07/2026
I spent a little while trying to get a good muzzle flash particle system that looked 'pixel-y', but ended up just going back to good old fashioned pixel art. It's crazy what two quads can do. tbh I might change the impact effect to be pixel art as well later
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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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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 · 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
for comparison, this is what it looked like before Shadows would change slightly with rotation since the cubemap ignored local rotation. It was super distracting, especially in a game that relies so much on local space.
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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
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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Scoops @sharkscoops.bsky.social · 14/04/2026
🎧Testing out FMOD integration for above water/underwater audio differences. So far pretty happy with how it sounds. Also working on setting up a system for objects 'splashing' as they enter or exit water. Next up is waves and particles to go with it. #gamedev #indiedev
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Scoops @sharkscoops.bsky.social · 09/04/2026
It's looking like a screensaver now. Favorite part of getting any new system set up is removing the Unity default shaders 😌 #indiedev #gamedev
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Scoops @sharkscoops.bsky.social · 08/04/2026
World gen is look waayy better with exit alignment so the splines don't create harsh angles while connecting to nodes! (and sped up a little bit) I gotta stop watching it generate and get back to developing, haha #gamedev #indiedev
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Scoops @sharkscoops.bsky.social · 08/04/2026
Added a spline step to my graph-based world gen for making tunnels between nodes. Also behind the scenes the base graph is being made using graph rewriting and I've got a really customizable rules system set up. #indiedev #gamedev
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Scoops @sharkscoops.bsky.social · 07/04/2026
Took a break from world gen to make a sledgehammer model for Hadostruct today. #indiedev #gamedev
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Scoops @sharkscoops.bsky.social · 04/04/2026
It's ugly as hell right now, but I'm setting up a force-directed node graph for world generation. It's really fun to watch it step through the iterations. The goal is to have premade hub node prefabs that are connected with spline tunnels. #screenshotsaturday #gamedev #indiedev
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Scoops @sharkscoops.bsky.social · 30/03/2026
I'm in the credits for the new Lethal Company v80 update! Zeekers asked a few months back to use an optimization rewrite I made of the game's stylization shader in the main game. So excited to see it finally getting released! 🎉 #indiedev #gamedev #LethalCompany
"Thanks to Scoops, a member of the community, for her perfect recreation of the game's stylization shader which allowed me to add performant grass and other features."
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Scoops @sharkscoops.bsky.social · 21/03/2026
Testing out some visual effects for navigating with a submarine. Current thought is you'll be able to swap into a 'VR' mode that only shows LiDAR info for navigating in darkness. #screenshotsaturday #gamedev #indiedev
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Scoops @sharkscoops.bsky.social · 15/03/2026
Prototyping what other submarines and monsters will look like on the LiDAR view. I wanna be sure that the environment dots stay around for a while, but for moving things I want them to stand out and refresh quickly. #indiedev #gamedev
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Scoops @sharkscoops.bsky.social · 14/03/2026
More work on LiDAR today! It's a really fun VFX system to design. Can't wait to get it hooked up to the submarine system and see how it feels to navigate using it. #screenshotsaturday #indiedev #gamedev
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Scoops @sharkscoops.bsky.social · 13/03/2026
Decided on LiDAR for visualization while piloting submarines in Hadostruct, so I've been working on systems for that. Got a new camera setup that takes a depth snapshot that I can use for a vfx system. Next is a cubemap version for full 360 scanning. #indiedev #gamedev
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