Sunless Game Studios
We try to make good video games.
- 6 Posts
- 11 Comments
Sunless Game Studios@lemmy.worldOPto
Game Development@programming.dev•I made this level in blender, looking for advice.
3·5 months agoThanks for sharing. I’ll def. check this out.
Sunless Game Studios@lemmy.worldOPto
Game Development@programming.dev•I made this level in blender, looking for advice.
3·5 months agoGood question. These programs have worked for a lot of people, but they just didn’t click for me. To try and put it into words, they feel like they’re one layer of abstraction away from where I need them to be.
Compare it to Paint.net and Photoshop. By the time Photoshop has booted, and loaded the image - I’ve already done what I want in Paint.net. It’s not that Photoshop is bad, or Paint.net is better. It’s just for 99% of image editing paint.net is good enough.
There exists a niche for a paint.net of map editors. It would be designed around creating a scene that you could import and finish in blender. Some ideas:
- GLTF Material Managing ( Resolutions, maps, folders, maybe tie-ins to existing programs like PS and Aseprite. )
- CSG To another level of abstraction, but would bake to a mesh with UV’s prior to blender import. Think modifiers built around game design and not just 3d modelling.
- Automatically handle naming of objects for importing purposes in Godot or other engines.
- Provide an anchor point for blend file assets, to decrease linking and appending complexity, while also keeping assets separate.
- Extend all this into some form of version control
This all basically exists in some form or another, but not as a standalone tool. I think the idea is neat, but most people get by with all the programs they use just fine. Something like this is really gratuitous and only serves people who struggle. If I ever get good enough I may try making it myself.
Sunless Game Studios@lemmy.worldOPto
Game Development@programming.dev•I made this level in blender, looking for advice.
3·5 months agoThanks for the reply. Clunky would be the word I use. I would say it’s perfect for finishing a level, for all the reasons you mentioned. However, I feel like there could be something even simpler. For example, those crazies that use Hammer to make Godot maps, like that but in a more sensible direction.
Sunless Game Studios@lemmy.worldOPto
Game Development@programming.dev•Check out how my whiteboard works. Can you tell when it lags?
2·6 months agoThanks for watching!
Sunless Game Studios@lemmy.worldOPto
Game Development@programming.dev•We made a simulation of the I.S.S. with realistic values like altitude, period, speed!
2·6 months agoThe I.S.S. is can be found around 400km above the surface traveling around 7.66 KM/s. It takes about 90 minutes for it to complete a full circle. Here we’ve simulated that to the best of our ability. We’re currently trying to simulate more system, so expect more soon!
Sunless Game Studios@lemmy.worldOPto
Game Development@programming.dev•Just released my first game for free. It's very silly.
3·6 months agoThat’s a fair point. I need to look out for my compatriots on Linux here on Lemmy.
Sunless Game Studios@lemmy.worldOPto
Blender@lemmy.world•"The final vestiges of Homo-sapien.", Cycles, by me.
2·6 months agoTea for God
That seems very similar. Thanks for sharing!
Sunless Game Studios@lemmy.worldOPto
Blender@lemmy.world•"The final vestiges of Homo-sapien.", Cycles, by me.
2·6 months agoOh, Crappit = Reddit.
Sunless Game Studios@lemmy.worldOPto
Blender@lemmy.world•"The final vestiges of Homo-sapien.", Cycles, by me.
3·6 months agoWhy did I google that
Sunless Game Studios@lemmy.worldOPto
Game Development@programming.dev•Just released my first game for free. It's very silly.
2·6 months agoU right lol (fixed)







It’s Cycles. Looking back it needs some more polish, but I’m happy with the render itself.