
· Nick
Dev Log 13: Water That Finally Belongs to the World
Rebuilding one of the hardest systems in Luminids until it finally felt calm, readable, and alive.
Browse all posts tagged with 'Design' in our Luminids development blog.

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

What a voxel colony sim actually looks like inside Godot: what the engine made easy, what it did not, and what is playable so far.

From a sphere on a grid to creatures in a world that feels like a place: what actually changed across the first ten dev logs, and in what order.

The visual identity, and the reasoning behind it: why the palette is mostly dark, why animations breathe instead of bounce, and what glow is actually for.