PANE

Game Dev Asset Constraints Block Progress Before Code Starts

11 posts across 6 communities in the last 30 days; 27% from GitHub.

“https://reddit.com/link/1wyegdc/video/gmlm2ptjmoth1/player Aside from the rock assets, every 3D asset in this scene was made from scratch by me and a friend :^) I’m responsible for all the architecture, while he handles the vegetation. I worked in architecture for seven years…”
r/IndieDev
“This started as a Minecraft world editor for a work project. I have no idea how it turned into a city builder, but here we are. The thing I got stuck on: in Minecraft everything is blocks. You mine them, you spend them, you carry them. I wanted to know what happens if you put…”
r/IndieGaming
“Experimenting with the new camera voxel cutouts both for simulation and editor parts of the game. The biggest problem is with tight corridors. I tried to do whole voxel cutouts for the parts with character too, but it looked very misleading”
r/IndieDev

Many game developers are facing challenges related to technical implementation, including adhering to power-of-two constraints for assets and dealing with the complexities of blockout building. There's also frustration around pixel art styles and voxel aesthetics.

game-devtechnical-debtasset-managementpixel-art
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SOURCES59
FRESHEST POST12H AGO
TRACKED SINCE133D AGO

SOURCES (59)

“Tried to improve textures quality for a bit more realistic feel. Is it any better? submitted by /u/radolomeo [link] [comments]”

r/IndieGaming12h ago

“Wow! One of my all time favorite games! Please consider making it compatible with HD texture packs. I think the community could even create custom character models, just like they’ve done with other ports, such as Super Mario 64 and Zelda. It would be amazing to see what the community could do with this!”

GITHUB1d ago
Source preview · reddit.com

submitted by /u/Weekly_Patience685 [link] [comments]

reddit.com1d ago

“https://reddit.com/link/1wyegdc/video/gmlm2ptjmoth1/player Aside from the rock assets, every 3D asset in this scene was made from scratch by me and a friend :^) I’m responsible for all the architecture, while he handles the vegetation. I worked in architecture for seven years and became a licensed architect, but eventually I grew pretty tired of the profession. So I decided to take a leap and team up with three younger friends to make our very first indie game, ALIONA: MOONSTRUCK . We’re still w”

r/IndieDev13d ago
Source preview · reddit.com

Why 8-bit? I see more than 8 colors

reddit.com15d ago

“I think the future will be people just modding or improving old games and introducing new modes and stuff and maybe even improve graphics using ai agents and distributing them for others. What do you guys think? submitted by /u/MonkTraditional855 [link] [comments]”

r/gamedev16d ago

“Voxel art assets created in Magica Voxel for the cyberpunk slice-of-life simulation indie game Nivalis Nights submitted by /u/Kimchee_Mario [link] [comments]”

r/IndieGaming16d ago
Source preview · reddit.com

submitted by /u/jjkay03 [link] [comments]

reddit.com17d ago

“Description If it's possible add world generator type where you are in caves for whole gamplay something like Cave World Remastered but with all homestad features Confirmation [ ] I confirm that this mod has an existing page on Modrinth. [ ] I confirm that I have thoroughly tested this mod with Homestead and have found no compatibility issues. Contact Information No response Miscellaneous information No response”

GITHUB18d ago

“Is there a way to add a few more block types similar to the block shapes found in Tetris or the non open source blockblast?”

GITHUB21d ago

“I'm deciding which stone texture I should use for my upcoming mining roguelike... I prefer the second slide. The first one is a bit too messy for me. What do you guys think? submitted by /u/ABoyWhoCodes [link] [comments]”

r/IndieDev26d ago
Source preview · reddit.com

submitted by /u/everwith [link] [comments]

reddit.comSep 16

“This started as a Minecraft world editor for a work project. I have no idea how it turned into a city builder, but here we are. The thing I got stuck on: in Minecraft everything is blocks. You mine them, you spend them, you carry them. I wanted to know what happens if you put that underneath a city builder and everything costs blocks, people actually go and get them, nothing is just a number going up in a corner. Turns out you can't do that 1:1. Took me way too long to admit it. Pure block-g”

r/IndieGamingSep 16
Source preview · reddit.com

make the weirdest looking game humanly possible ✅ A 3D platformer using entirely 2D, screen-locked textures. Was inspired by the show Chowder. For those seeking a weird ass game, I hope I've…

reddit.comSep 9

“Experimenting with the new camera voxel cutouts both for simulation and editor parts of the game. The biggest problem is with tight corridors. I tried to do whole voxel cutouts for the parts with character too, but it looked very misleading submitted by /u/bonzajplc [link] [comments]”

r/IndieDevSep 9

“Though I somewhat think some benchmarks are silly like the article says. I saw someone on YouTube recently take a picture of a building across the street from them (seemed like it was in NYC), and asked GPT 6 Astra to make it in blender. It did a surprisingly good job in 30 minutes. So though these benchmarks don't seem to mean much you could always add a touch of randomness to them like the person in the YouTube video did, but the problem with that is how would you compare the benchmarks in any”

HNSep 6
Source preview · reddit.com

submitted by /u/MinecraftDisney [link] [comments]

reddit.comSep 3
Source preview · reddit.com

submitted by /u/_V3X3D_ [link] [comments]

reddit.comSep 2

“Hi! I wanted to request something regarding MB Loader. I recently tried using NBXU Build 3 Android Shader with MB Loader, but it doesn't work properly after importing it into Minecraft. I noticed that many other shaders are supported by MB Loader, but NBXU Build 3 doesn't seem to be included. This shader is really good for low end devices. It runs very smoothly on my phone, while most other shaders cause lag/FPS drops. I think adding proper support for it would be really helpful for users with 2”

GITHUBAug 31

“Hi! I wanted to request something regarding MB Loader. I recently tried using NBXU Build 3 Android Shader with MB Loader, but it doesn't work properly after importing it into Minecraft. I noticed that many other shaders are supported by MB Loader, but NBXU Build 3 doesn't seem to be included. This shader is really good for low end devices. It runs very smoothly on my phone, while most other shaders cause lag/FPS drops. I think adding proper support for it would be really helpful for users with 2”

GITHUBAug 31

“Hi! I wanted to request something regarding MB Loader. I recently tried using NBXU Build 3 Android Shader with MB Loader, but it doesn't work properly after importing it into Minecraft. I noticed that many other shaders are supported by MB Loader, but NBXU Build 3 doesn't seem to be included. This shader is really good for low end devices. It runs very smoothly on my phone, while most other shaders cause lag/FPS drops. I think adding proper support for it would be really helpful for users with 2”

GITHUBAug 31

“Also working on adding custom structures https://preview.redd.it/asobzjqazlmh1.jpeg?width=1080&format=pjpg&auto=webp&s=d31a2ca76e35c774a633d550d064c0ee339fbcbf”

r/SideProjectAug 31

“https://preview.redd.it/14t7uhd1zlmh1.png?width=1080&format=png&auto=webp&s=b81503e99a9c4762ff050483e95f7d544492c436”

r/SideProjectAug 31

“It'd be really cool if mesh support could be added in the Blockbench extension for this mod, and in turn for the in game entities themselves, if possible! It could be argued that you can get any shape done with cubes alone if you're determined enough, but mesh support would give just a little bit more freedom to the end user. Though I'm unsure of what it'd entail on a technical side, I do know the MC mod Figura is open source and supports meshes in the .bbmodel files it uses directly, if that ma”

GITHUBAug 31

“I’ve been building this Stylized Low Poly Forest Environment Pack (64 prefabs so far) and just finished setting up the main demo scene to test the atmosphere. To keep it super optimized for mobile and indie devs, the entire pack uses a single material with a 256x256 color palette to minimize draw calls. Before I lock everything in for the Asset Store release: What essential forest props do you think are missing here? (Adding a few more based on your ideas!) How does the lighting and overall vibe”

r/IndieGamingAug 30

“Ship only the tree and you'll end up drawing the chopped trunk and the stump and the regrowth and the log that drops yourself. Later. In a style that doesn't match the original any more. So I built the pack as state chains instead of objects. Oak goes standing then chopped then stump then regrowth and drops a log. Ore goes rich then worked then depleted. Jars and barrels go intact then cracked then shattered. Crops go sprouting then growing then ripe then reaped. Every chain ends in the”

r/IndieDevAug 28

“Gathering all the techniques I could find in other shaders was quite an amazing journey, but in the end its some subtle style requirements forced me to write my own shader. No actual waterfalls here sorry, but you can look at an extremely outdated water here . submitted by /u/KingCakeTheFruity [link] [comments]”

r/IndieDevAug 24

“I'm building a voxel survival game — think Minecraft meets Vintage Story, but pushing hard toward ecosystem realism instead of fantasy. Setting is roughly modern-level technology (not futuristic, not medieval) with magic still present in the world. I want to build a solid pool of creature ideas, and I'd love your help. Feel free to suggest either a peaceful creature or a hostile one — whichever you find more interesting. If you post one, try to include: Behavior — hostile (attack type: m”

r/gamedevAug 23

“I've had this idea for a since i was a kid of a Minecraft game thats more historically oriented and open world and over the years ideas popped into my head on what i would do for this imaginary game. it wasn’t until a few months ago when i started playing Vintage Story, the idea of actually creating this dream game started to form, most of the ideas i have although are very ambitious but i've been trying to keep them realistic without compromising my vision as much by starting out small.”

r/gamedevAug 22

“I am working on a game in Godot that presents itself as a top-down 2D RPG, but is actually a 3D environment with pixel textures and camera trickery to allow you to open an in-game editor and see the space in 3D. Up until now, I have been using Godot's GridMap system (effectively like 3D tiles) to create environments, but I am running into some hurdles, namely with scalability concerns and issues with stuff like Screen-Space Ambient Occlusion occasionally catching the lip between two voxel ce”

r/gamedevAug 14

“I'm a solo developer, and water is a big part of my game. It's surprisingly tricky to simulate water across a 256×256 tile world. I wanted to make sure that no water ever disappeared without being accounted for. This video explains how some of it works: https://www.youtube.com/watch?v=n_I9XzgRqXI submitted by /u/obbev [link] [comments]”

r/gamedevAug 5
Source preview · reddit.com

submitted by /u/Arrock12 [link] [comments]

reddit.comAug 4
Source preview · reddit.com

submitted by /u/izzy88izzy [link] [comments]

reddit.comAug 2

“So I didnt have much time to add other stuff. I TRIED to recreate Minecraft in one day. Block Forge by ghxsn_sm submitted by /u/BeldFL [link] [comments]”

r/IndieDevAug 1

“Before: Standard blocky voxel tree (Screenshot 2) After: Stylized low-poly tree with beveled canopy & flared roots (Screenshot 1) Models made in Blockbench, textures made in Aseprite. Trying to move away from the generic "Minecraft clone" look for my sky island survival game. What do you think of the new direction? submitted by /u/Various-Today-9128 [link] [comments]”

r/IndieDevJul 25

“I’ve been coding a game the past month and have a little slice of the game complete. I didn’t want to spend too much time on art before I playtested so Ive just been using rectangles, triangles, circles, and other super simple objects for the art as a placeholder till I can make some nice pixel art. Thing is I started playtesting this week, and it’s the first game I’ve made that’s actually pretty fun. The playtesters I shared it with, actually got kind of hooked and just kept playing. I’m feelin”

r/IndieDevJul 19

“Hi, So me and two other people have started the process of making a game that is like a mix between Minecraft, vintage story and hytale and i was wondering if anyone had any advice for finding/making the voxel world generation system. Im a beginner for godot but i learn quick when im thrown into it. submitted by /u/Smooth_Ad4167 [link] [comments]”

r/gamedevJul 18

“You could get the 3d models and run unity MCP and have claude automate rendering the models as 2d from the direction you want. That's what I'm doing, making 2d sprites consistent is impossible with an LLM, so instead I took a single 2d sprite (all facing directions, my game is top down orthogonal) and dumped it into tripo3d (You can use meshy too), and then I used blender to render the base character model. I'm making mesh clothing in a similar manner, or just doing texture changes d”

r/LocalLLaMAJul 10

“Hey, I am wanting to make a 2D colony sim game in the likes of dwarf fortress and RimWorld, but with more added faction diplomacy on top of the base colony sim. Not a clone of either game but the same type of thing. I have only used godot to make small games/projects and was wondering if a switch to unity would be necessary due to performance. I have never seen a big colony sim game made in godot so does anyone have some stats or knowledge about which game engine to choose between godot or unity”

r/gamedevJul 9

“I dont know how to describe it, so let me set a stage. I want to make a pixel art metroidvania and the main gimmick are the weapons you obtain. They need to be able to be aimed in any direction, but how would i do that with a pixel art style? Ive looked into quantization like dead cells, but i dont really w a n t to make 3d models, although i will if i have to. I know aseprite lets you rotate your art, but SURELY i dont have to make hundreds of sprite sheets for every angle right? I cant think o”

r/gamedevJul 8

“Just curious what the industry standard is right now or if there's a large amount of variation. submitted by /u/Gloomy_Bison_1719 [link] [comments]”

r/gamedevJul 7

“As the title says, I am looking for tips, ideas and game examples of how to design a base building system similar to Minecraft or Terraria that would work on a voxel spherical planet. Context: I have been working with my friend on a game for the past 3 years on Godot. We currently have a working destructible smooth voxel planet that by nature is spherical. As we implement more and more basic features, the nagging issue of how to handle base building keeps popping up. Unlike on a flat game world,”

r/gamedevJul 6

“Hi everyone!☺️ I’ve been working on a modular 16×16 pixel dungeon asset pack for the past few months. The free pack includes: Full Godot-ready auto-tile tileset Basic dungeon environment Skeleton mobs Green Slime Rat Spider Animated door Animated trap PNG + Aseprite source files If you’re looking for more content, the full version includes: 8 enemy types Armored skeleton variants 5 slime color variations 30+ floor tiles 24+ wall variations 3 animated doors 3 animated traps Chests in multiple col”

r/IndieGamingJul 4

“Been working on a game called Bitvoxel. It’s a 3D voxel sandbox where you can build real logic circuits using switches, gates, LEDs, wires and even create reusable components to help speed up bigger builds. looking forward to getting it in players’ hands and hearing what people think. store page for 'Bitvoxel' submitted by /u/balanciagames [link] [comments]”

r/IndieGamingJul 3

“Minecraft is a great example of something you can't just "make work" because when you scale bad code it breaks. It needs somewhat of an elegance to it or smart optimization that a AI often can't replicate for such a niche. Still impressive it can one shot something like that.”

r/SaaSJul 2

“https://preview.redd.it/i1zogtf01iah1.png?width=1535&format=png&auto=webp&s=a5be693f0673499acfb6a14614c4bb5ef6532aa7 Hey, Im making assets for my game right now but i cannot manage to make vertical cliff tiles for this tileset. can anyone help me? id pay like 10 euros paypal for anyone who can make a diagonal and vertikal tiles that is compatable with this one, thanks in advance! submitted by /u/BlueberryMakesmeCry [link] [comments]”

r/IndieGamingJun 30

“It's still a WIP but here's all main things I've added so far: * Main menu. * Main menu background panorama (Took days to figure out). * World selection menu (minus the worlds part). * Procedural world generation. *Fully functional gamemode switcher. *Fully functional chat system with commands. *Gameplay with some added sounds + basic blocks. All of this has probably taken me a little over a week or 2 to get every detail "pixel perfect". submitted by /u/Hilmir_O”

r/ChatGPTJun 28

“I’m attempting to create a game like Minecraft, but have no experience. Does anyone on here possibly know how I could make that type of game on unity? If so then let me know in the comments. Anything helps. submitted by /u/iamcheezitz [link] [comments]”

r/gamedevJun 25

“So most of you already know that UE6 will slowly deprecate Blueprints which is their visual coding method. I wanted to know what other alternatives are there for engines that have an actively supported visual coding language. Either 2d or 3d is fine but I kinda have gotten used to mixing in 3d even on 2d projects because of UE I know godot had one but was also deprecated in their latest version. Which kinda sucks cause I hear a lot great things about that engine submitted by /u/Ota-P”

r/gamedevJun 25

“The art, Some says pixel art is dead, others that pixel art is ok, I can do some pixel art but idk if it's good (I can do some shadow, etc), I want to do it palette constrained (yet to decide if BLK ex 96(I love this one) or maybe going up to 128, or down to 64) And basically the game will be a Turn Active RPG Just in case, asking, what do you think about all those joined PD: my skill isn't named AI lol, just before that pop submitted by /u/Nervous_Teach_5596 [link] [co”

r/gamedevJun 24

“I really wanna make my own type of videos like that. Obviously not make a verity mod because I want to do my own idea, but I want to know how I even approach this. All help would be greatly appreciated submitted by /u/AffectionateTap2970 [link] [comments]”

r/NewTubersJun 22

“Been working solo on a 2D pixel-art survival base builder. The goal: Stardew's farming/survival loop, The Sims' freedom to actually build and furnish your house, and Minecraft's creative freedom in how you shape your space. Right now I've got a system where you can fully construct and furnish your house — walls, floors, roof, furniture — and walk seamlessly between inside and outside with zero loading screens. The other half of the loop: nights bring raids, and”

r/gamedevJun 21

“Sorry if this is a stupid question, I'm new to this level of gamedev, but I'm looking to build an explorable game overworld kind of like older JRPGS, not sure exactly how big it will be yet but what I do know is that I would prefer it to not be pixelart. Nothing against pixel art, I just prefer vector art/etc. But is it as simple as just drawing the tiles for tilesets in this style and not pixelart? I know a lot of the time people use big single images for backgrounds, but wouldn't t”

r/gamedevJun 21

“I’ve always found Unreal and Unity kind of daunting to get into. Just looking at the interface and all the submenus and everything seems like it would have a steep learning curve. I just saw that the official Unreal MCP was released this morning I guess? Maybe it dropped earlier and I just didn’t know about it, but anyways, I’m not trying to add to anybody’s slop pile, but I kinda want to dip my toes in the water and try it out and see what it can build with local models. Has anyone tried it out”

r/LocalLLaMAJun 19

“I'm pretty new to this portion of game development and am stuck. I'm using noise to generate what tiles should go where. I made an auto tiling system that works pretty well except in some small edge cases like this . I'm not sure how to go about this solving these types of issues. Do I need new art assets or is it a rule problem, or both? Any advice would be much appreciated. submitted by /u/Prestigious_Score_67 [link] [comments]”

r/gamedevJun 18

“Hey, so I'm trying to make a dungeon tileset, and I've come across plenty of templates but they're all for outside/grass type textures similar to stardew valley. I'm trying to make a dungeon that has tops to the walls / edges as a seperate tile Usually a tilemap would be: [] Top edge [] Center [] Bottom Edge However in my case it would be: [] Wall Top [] Full Wall [] Floor/Center [] Bottom Edge That way the Full Wall can have collision as a full tile, and also makes it look tall”

r/gamedevJun 14

“So I’ve done a fair amount of research out of curiosity about different libraries I could use for a custom tailored engine for a voxel game and I’ve come up with the following stack: - Vulkan - VulkanMemoryAllocator - vk-bootstrap - SDL3 - SDL3_image - GLM - Flecs - Assimp I am just curious as to if this a reasonable and compatible with each other stack for this kind of project. This is just for educational purposes at the moment just to learn a thing or two submitted by /u/H4cK3d-V1”

r/gamedevJun 14

“For a more complex simulation you could go the way ABZU does by using a rope simulation underneath. They briefly go over it in their GDC talk. This blog post also covers that method https://seasaltcrackers.wordpress.com/2021/09/24/dynamic-kelp-in-unity/ For a quicker solution I'd also recommend using a simple vertex shader, since the simulation stuff isn't easy to implem”

r/gamedevJun 8

“not quite just actual blocks but the actual pixel art style. nothing wrong with voxel though”

r/gamedevJun 7

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