Working on a game where the intended visuals should look like lunar satellite aerial photography, and needing to constantly remind myself that *this is the visual goal.*

Stop detailing shit! It's all gonna look blurred to hell anyway!! #gamedev #indiedev

Think I'm getting close to nailing the look. Need to work on adding more tiny craters, I think. (this will eventually be rendered as sprites) #gamedev #indiedev
Spent the day tweaking render settings, post-render compositing, and object scales and making progress on getting that "satellite photography" look. #gamedev #indiedev

Coming to the realization that I am designing (1) a top-down open world exploration game, where (2) my level editor is basically going to be sculpting a giant terrain in Blender.

What have I gotten myself into...

Over the weekend, I posted the first development log for this project, a game that will be about poring over lunar satellite imagery, tagging things worth investigating further, and discovering ways a lunar settlement initiative plays out differently than expected. #gamedev #indiedev

https://community.luxeengine.com/t/satcomm-narrative-hard-sci-fi-map-tagging-game/108

SatComm - Narrative hard sci-fi map tagging game

Overview SatComm (working title) is a narrative hard sci-fi map-reading-and-tagging game where the player looks over real-time, time-delayed, and archival lunar satellite imagery and commands a small robotic rover to survey the land for anything worth studying closer, and uncovering activites the agency may not be aware of. Goals I wanted to focus on creating a game that played with persistence (the game continues to progress while you’re not playing) in order to demand less of your time. ...

create with luxe