{"name":"Luminids Development Logs","type":"official_devlog_index","source":"https://luminids.com/blog/","last_updated":"2026-06-21","posts":[{"id":"dev-log-16-a-colony-that-feels-something","slug":"dev-log-16-a-colony-that-feels-something","title":"Dev Log 16: A Colony That Feels Something","url":"https://luminids.com/dev-log-16-a-colony-that-feels-something/","publish_date":"2026-06-20","excerpt":"Past the behaviour model: giving the Luminids moods, bonds, and a reason to look back at you.","tags":["Development","AI","Luminids","Creatures","Simulation","Worldbuilding","Design","Behind the Scenes"],"thumbnail":"https://luminids.com/images/media/screen15.webp","reading_time":6},{"id":"dev-log-15-a-world-that-changes-with-the-light","slug":"dev-log-15-a-world-that-changes-with-the-light","title":"Dev Log 15: A World That Changes With the Light","url":"https://luminids.com/dev-log-15-a-world-that-changes-with-the-light/","publish_date":"2026-06-09","excerpt":"Chasing the hours of Luminids: golden light, deep nights, weather, and a sky that finally carries the mood.","tags":["Development","Atmosphere","Lighting","Day Night","Weather","Worldbuilding","Design","Progress"],"thumbnail":"https://luminids.com/images/media/screen10.webp","reading_time":6},{"id":"dev-log-14-the-build-system-rebuilt","slug":"dev-log-14-the-build-system-rebuilt","title":"Dev Log 14: The Build System, Rebuilt","url":"https://luminids.com/dev-log-14-the-build-system-rebuilt/","publish_date":"2026-05-20","excerpt":"Tearing the building tools down to one clean idea, so a homestead is something you shape instead of something you fight.","tags":["Development","Progress","Building","Voxel","Systems","Worldbuilding","Design","Behind the Scenes"],"thumbnail":"https://luminids.com/images/media/screen3.webp","reading_time":8},{"id":"dev-log-13-water-that-finally-belongs-to-the-world","slug":"dev-log-13-water-that-finally-belongs-to-the-world","title":"Dev Log 13: Water That Finally Belongs to the World","url":"https://luminids.com/dev-log-13-water-that-finally-belongs-to-the-world/","publish_date":"2026-04-23","excerpt":"Rebuilding one of the hardest systems in Luminids until it finally felt calm, readable, and alive.","tags":["Development","Progress","Water","Systems","Worldbuilding","Atmosphere","Behind the Scenes","Design"],"thumbnail":"https://luminids.com/images/blog/devlog13/godot%202026-04-23%2014-52-55_887.webp","reading_time":9},{"id":"dev-log-12-building-a-community-around-a-feeling","slug":"dev-log-12-building-a-community-around-a-feeling","title":"Dev Log 12: Building a Community Around a Feeling","url":"https://luminids.com/dev-log-12-building-a-community-around-a-feeling/","publish_date":"2026-04-06","excerpt":"How I'm using socials, storytelling, and the wider world of Luminids to grow the community towards 20,000 followers.","tags":["Development","Community","Marketing","Behind the Scenes","Worldbuilding","Growth"],"thumbnail":"https://luminids.com/images/luminids-new-706.webp","reading_time":9},{"id":"dev-log-11-building-in-godot-4-6","slug":"dev-log-11-building-in-godot-4-6","title":"Dev Log 11: Building Luminids in Godot 4.6","url":"https://luminids.com/dev-log-11-building-in-godot-4-6/","publish_date":"2026-04-05","excerpt":"Building Luminids in Godot has given me a real appreciation for open source tools and the indie community around them.","tags":["Development","Progress","Godot","Worldbuilding","AI","Atmosphere","Design","Game Development"],"thumbnail":"https://luminids.com/images/blog/devlog11/hero-river-optimized.webp","reading_time":3},{"id":"dev-log-10-the-evolution-of-luminids","slug":"dev-log-10-the-evolution-of-luminids","title":"Dev Log 10: The Evolution of Luminids","url":"https://luminids.com/dev-log-10-the-evolution-of-luminids/","publish_date":"2026-03-04","excerpt":"This clip shows how Luminids evolved, from a simple sphere on a grid to characters in a world that feels like a place. Iteration is the real engine.","tags":["Development","Progress","Evolution","Creatures","Worldbuilding","Behind the Scenes","Iteration","Design"],"thumbnail":"https://luminids.com/images/blog/luminids-world.jpg","reading_time":6},{"id":"dev-log-9-a-sky-that-carries-the-world","slug":"dev-log-9-a-sky-that-carries-the-world","title":"Dev Log 9: A Sky That Carries the World","url":"https://luminids.com/dev-log-9-a-sky-that-carries-the-world/","publish_date":"2026-02-02","excerpt":"A calm, continuous sky system - clouds, lighting, and day/night transitions that stay readable and cohesive.","tags":["Development","Progress","Lighting","Atmosphere","Sky","Systems","Worldbuilding","Behind the Scenes"],"thumbnail":"https://luminids.com/images/blog/cloud1.jpeg","reading_time":7},{"id":"dev-log-8-how-luminids-think","slug":"dev-log-8-how-luminids-think","title":"Dev Log 8: How Luminids Think - Designing an Emergent System","url":"https://luminids.com/dev-log-8-how-luminids-think/","publish_date":"2026-01-16","excerpt":"A clear look at the simple behavioral axes, tendencies, and relationship logic that make Luminids feel readable and alive.","tags":["Development","Game Design","AI","Systems","Behavior","Behind the Scenes"],"thumbnail":"https://luminids.com/images/blog/luminids-speech-bubble.png","reading_time":9},{"id":"dev-log-7-harvesting-inventory","slug":"dev-log-7-harvesting-inventory","title":"Dev Log 7: Harvesting & Inventory","url":"https://luminids.com/dev-log-7-harvesting-inventory/","publish_date":"2026-01-11","excerpt":"Chop, carry, store, repeat. A first pass at harvesting and inventory that turns the world into a playable loop.","tags":["Development","Progress","Game Design","Systems","Inventory","Harvesting","Behind the Scenes"],"thumbnail":"https://luminids.com/images/blog/chopchop.png","reading_time":4},{"id":"dev-log-6-the-luminids-formula","slug":"dev-log-6-the-luminids-formula","title":"Dev Log 6: The Luminids Formula - Building a World That Feels Alive","url":"https://luminids.com/dev-log-6-the-luminids-formula/","publish_date":"2025-12-16","excerpt":"A high-level look at the layered terrain pipeline behind Luminids, and why the order of operations matters as much as the noise itself.","tags":["Development","Technical","Game Design","World Generation","Procedural Generation","Behind the Scenes"],"thumbnail":"https://luminids.com/images/media/luminids4.jpg","reading_time":6},{"id":"dev-log-5-luminids-branding-preview","slug":"dev-log-5-luminids-branding-preview","title":"Dev Log 5: Luminids Branding Preview","url":"https://luminids.com/dev-log-5-luminids-branding-preview/","publish_date":"2025-11-18","excerpt":"A full visual identity pass: logo, palette, typography, glow rules, and the UI language that makes Luminids feel like one world.","tags":["Development","Design","Branding","Visual Identity","Behind the Scenes","Art Direction","UI/UX"],"thumbnail":"https://luminids.com/images/blog/luminids-splash-7-optimized.jpg","reading_time":9},{"id":"dev-log-4-journey-of-luminids","slug":"dev-log-4-journey-of-luminids","title":"Dev Log 4: Building and Animating the Luminids","url":"https://luminids.com/dev-log-4-journey-of-luminids/","publish_date":"2025-11-17","excerpt":"This week the focus was on the actual creation of the Luminids themselves. Model work, rigging, animation tests, and trying to lock down how these creatures look and move in the game. This is the first time Luminids have started to feel like real characters instead of placeholder blobs.","tags":["Development","Technical","Progress","Game Design","Behind the Scenes","Animation","3D Modeling","Character Design"],"thumbnail":"https://luminids.com/images/blog/Luminid-1.png","reading_time":4},{"id":"dev-log-3-sculpting-forests","slug":"dev-log-3-sculpting-forests","title":"Dev Log 3: Sculpting a Procedural Forest","url":"https://luminids.com/dev-log-3-sculpting-forests/","publish_date":"2025-11-05","excerpt":"Procedural forests are easy to promise and tricky to deliver. This week I finally cracked it: Luminids now has full scale procedural trees that feel alive, anchored in a voxel world, and powered by our favorite space colonization wizardry.","tags":["Development","Technical","Progress","Game Design","Behind the Scenes","World Generation","Voxels","Procedural Generation"],"thumbnail":"https://luminids.com/images/blog/proc-forest.jpg","reading_time":5},{"id":"dev-log-2-living-world","slug":"dev-log-2-living-world","title":"Dev Log 2: The Living World Beneath the Clouds","url":"https://luminids.com/dev-log-2-living-world/","publish_date":"2025-10-14","excerpt":"Every hill, valley, and wisp of mist in Luminids is now crafted by a living world system - one that breathes, shifts, and reveals itself differently every time you explore.","tags":["Development","Technical","Progress","Game Design","Behind the Scenes","World Generation","Cloud System"],"thumbnail":"https://luminids.com/images/blog/cloud-log-optimized.webp","reading_time":2},{"id":"dev-log-1-welcome-to-luminids","slug":"dev-log-1-welcome-to-luminids","title":"Dev Log 1: Welcome to Luminids","url":"https://luminids.com/dev-log-1-welcome-to-luminids/","publish_date":"2025-09-02","excerpt":"I'm building Luminids because I want a world that feels alive. Just a place that grows, where tiny beings make choices and the world reacts.","tags":["Development","Vision","Progress","Game Design","Technical","Community","Roadmap","Behind the Scenes"],"thumbnail":"https://luminids.com/images/gallery/t3-workshop-optimized.jpg","reading_time":3}]}