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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
Trying to emulate old ps1 style segmented meshes like from Resident Evil 2, both for style reasons and also to make dismemberment and prosthetics super simple later. In some ways it's easier, but also so many gamedev tools and guides are made for skeletal skinned meshes these days
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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
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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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
Also new environment textures from juliovii.itch.io! Def recommend their stuff if you're looking for diverse PBR materials. Everything's looking a lot better without the probuilder textures.
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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 · 13/09/2026
Thanks! They are! I've had a compute shader set up for ripples for a little while, but now that it can provide normals to the new water surface it looks waaay better.
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Scoops @sharkscoops.bsky.social · 12/09/2026
I held off on adding any specular to the game for a long time, but it turns out that representing a water surface without reflections or refraction is really hard. Getting all of this to work with a screenspace volumetric pass was a whole other thing 🫠
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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
Before this all of our Structures used hand placed walls and floors, and we had to place the OBBs for marking 'interiors' manually. This makes it so much easier to block out playable areas now. 😌 This will be accessible in the full game too, so anyone can make Submarines and Structures with it.
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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 · 29/08/2026
This is awesome looking, I love the pixelated specular!
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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
Horrible little Unity workaround trick happening in this clip: In order to use Physics.ComputePenetration, I create a single sphere collider that is shared for every single point on every cable since ComputePenetration doesn't actually care about the collider's real location.
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Scoops @sharkscoops.bsky.social · 23/08/2026
The editor tooling refactor is also very cool, but not really Screenshot Saturday material 😔
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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
Being able to launch the sub with a gun is a very funny side effect of the generalized damage system. I'll have to get damage types set up soon so that small arms fire doesn't apply forces to subs.
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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
Previously we had the items as children of a kinematic rigidbody, which worked _almost_ well enough. Child rigidbodies seem to never sleep, though, and even when forced to sleep they would still simulate when their parent simulates, which causes a drift between the visuals and the physics scene.
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Scoops @sharkscoops.bsky.social · 15/08/2026
Added benefit of this being that it would be super easy to switch over to ECS sub scenes later, or just use an external physics library if needed.
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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
Damn, no hyperlinking on bluesky 😔
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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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Scoops @sharkscoops.bsky.social · 02/08/2026
It just feels so right to have it, even if we could do the same things just though unity inspector buttons.
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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
Hadostruct, a game about creating and crewing submarines in a flooded megastructure. Welding will be very important for repairing damage to the sub. Still a ways off from anything publicly playable, but it's progressing quickly.
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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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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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