
Dev Log 7: Harvesting & Inventory
Chop, carry, store, repeat. A first pass at harvesting and inventory that turns the world into a playable loop.
Browse all posts tagged with 'Progress' in our Luminids development blog.

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

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 that feel alive and sit properly in a voxel world.

Terrain that reads as shaped rather than generated, and a cloud system rebuilt to be part of the world's mood instead of decoration 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.