
Dev Log 11: Building Luminids in Godot 4.6
Building Luminids in Godot has given me a real appreciation for open source tools and the indie community around them.
Browse all posts tagged with 'Progress' in our Luminids development blog.

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.

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

Chop, carry, store, repeat. A first pass at harvesting and inventory that turns the world into a playable loop.

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.

Procedural forests are easy to promise and tricky to deliver. This week I finally cracked it: Luminids now has full scale procedural trees that feel alive, anchored in a voxel world, and powered by our favorite space colonization wizardry.