
Dev Log 16: A Colony That Feels Something
Past the behaviour model: giving the Luminids moods, bonds, and a reason to look back at you.
Browse all posts tagged with 'Design' in our Luminids development blog.

Past the behaviour model: giving the Luminids moods, bonds, and a reason to look back at you.

Chasing the hours of Luminids: golden light, deep nights, weather, and a sky that finally carries the mood.

Tearing the building tools down to one clean idea, so a homestead is something you shape instead of something you fight.

Rebuilding one of the hardest systems in Luminids until it finally felt calm, readable, and alive.

Building Luminids in Godot has given me a real appreciation for open source tools and the indie community around them.

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.