
Dev Log 15: Reworking Luminids' Day, Night and Weather
Fixing a dusk that fell off a cliff and moonlight that turned the grass grey, plus sunless storms, softer fog and a proper night sky.
Browse all posts tagged with 'Progress' in our Luminids development blog.

Fixing a dusk that fell off a cliff and moonlight that turned the grass grey, plus sunless storms, softer fog and a proper night sky.

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.

One controller for time, clouds, fog and weather, so the sky blends between states instead of switching.