
· Nick
Dev Log 4: Building and Animating the Luminids
Model work, rigging, and animation tests: the week the Luminids stopped being placeholder blobs and started to feel like real characters.
Browse all posts tagged with 'Development' in our Luminids development blog.

Model work, rigging, and animation tests: the week the Luminids stopped being placeholder blobs and started to feel like real characters.

Procedural forests are easy to promise and tricky to deliver. Luminids now has full-scale procedural trees at real-world heights that sit properly in a voxel world.

Terrain that reads as shaped rather than generated, and a cloud system rebuilt to sit inside the world instead of on top of it.

Why I am building a game with no combat and no way to lose, and what the first foundation pass actually consisted of.