
Dev Log 9: A Sky That Carries the World
A calm, continuous sky system - clouds, lighting, and day/night transitions that stay readable and cohesive.

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

A calm, continuous sky system - clouds, lighting, and day/night transitions that stay readable and cohesive.

A clear look at the simple behavioral axes, tendencies, and relationship logic that make Luminids feel readable and alive.

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.