
Dev Log 7: Harvesting & Inventory
Chop, carry, store, repeat. A first pass at harvesting and inventory that turns the world into a playable loop.

Development notes and design thinking behind Luminids, from terrain systems and world generation to philosophy, iteration, and craft.

Chop, carry, store, repeat. A first pass at harvesting and inventory that turns the world into a playable loop.

A high-level look at the layered terrain pipeline behind Luminids, and why the order of operations matters as much as the noise itself.

A full visual identity pass: logo, palette, typography, glow rules, and the UI language that makes Luminids feel like one world.

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.

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.

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.