
Dev Log 14: The Build System, Rebuilt
Cutting abstract shapes from the build menu, fixing the three problems that made building a fight, and letting the colony raise what you lay out.
Browse all posts tagged with 'Design' in our Luminids development blog.

Cutting abstract shapes from the build menu, fixing the three problems that made building a fight, and letting the colony raise what you lay out.

The water passed its checks but looked broken in the game. Rebuilding it took average frame time from 1461 ms to 9.08 ms.

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 interface animations breathe instead of bounce, and what glow is actually for.