GDTLancer space game

A performance-friendly space game. By @roal_yr
russians - do not interact
#укргеймдев #space #spacegame #godot #b3d

2025-05-16

An important milestone achieved: defined background lore for my game, which will direct further development from now on.

#gamedev #gamedesign #lore

github.com/roalyr/GDTLancer-ga

2025-05-15

Tonight's progress - transparent nebulas re-implemented (those filaments and clouds in the upper half).

#gamedev #godot #b3d #spacegame

2025-05-10

Finished basic ship controls and UI buttons for them. A few refinements here and there and will be preparing test release for piloting module.

#gamedev #godot #indiegame #spacegame #solodev

youtu.be/zCV7gk-fu9M?si=oSleQ2

2025-05-08
2025-05-08

Plugging shaders back into the project. Star shaders are done, just need to re-import the "lens distortion" sprite.
This time also added non-linear perspective emulation in vertex shader. This makes things appear smaller at distance than they should be. Saves distance.
#gamedev #godot #indiegame

2025-05-07

Here is how it does on touchscreen (although I have no camera zoom UI buttons yet): youtu.be/vd19zUOEFqw?si=A4SsAz

2025-05-07

Accidentally my new control scheme is trackpoint-friendly. Neat.

#gamedev #indiegame #godot

youtu.be/P_lJOLmYaYo?si=VWNbl3

2025-05-02

I have tried to improve the icons a bit, will use this iteration for now.

#gamedev #indiegame #gamedesign #spacegame #solodev

2025-05-02

Finally something to show. Ditched most of the UI for now. I have some other ideas about it. For now just primary controls.

Can you guess what does each button mean?

#gamedev #indiegame #godot #spacegame #solodev

2025-04-29

Working further on UI layout. Each zone will be foldable and scalable. Also thinking to make swipeable (or switchable with buttons) screens to the left and to the right (depending on context and utility). Imagine a smartphone screen with numerous desktops each having its own widgets. Central area is for mouse navigation and target picking, so it won't be covered.

#gamedev #solodev #indiegame #gamedesign #godot

2025-04-28

Partitioning screen for UI. I aim to make a unified UI for KB+mouse and touchscreen devices with different DPI and keep it simple. Target aspect ratio is 16:9 with fHD support (controls are anchored to screen sides). I am reworking everything from scratch.
#gamedev #indiegame #solodev #godot #space #spacegame

2025-04-06

While russians are trying to kill us with NK ballistic missiles (likely), I have been investigating Anti-aliasing for Godot3 + GLES2, and found this interesting project: github.com/atomius0/Godot-3.1-

#gamedev #godot #gles2 #indiegame

2025-04-05
2025-04-03

Added Time Clock (TU) for pacing World Events & WP Upkeep, replacing direct Fuel costs. Defined Wealth Points (WP). Asset Difficulty + Skill now determine Module Modifier. Detailed analogue setup: sheets, paperclip sliders for tracks, event booklets.
#gamedev #ttrpg #spacegame #indiegame

2025-04-02

Refined GDTLancer GDD: Ditched Universal Moves/AP. Core roll uses 3d6+Mod+FP. Player declares Risky/Cautious approach modifying outcomes. Defined analogue setup, Wealth Points (WP) resource, & dev framework (Layers/Modules/Systems). Docs updated.
#gamedev #gamedesign #ttrpg #indiegame

2025-04-01

I have done some more writing, thinking, reviewing and refactoring on my GDD. I really like how it turns out and how the project starts to feel tangible and game-like.

Check the first module: Piloting!

#gamedev #gamedesign #indiegame #solodev #ttrpg #space #spacegame

github.com/roalyr/GDTLancer-ga

2025-04-01

If the goal is to travel, then player can travel in small segments and deal with events and opportunities. If the goal is to just get to destination in one dice roll - then player can just pay up front with supplies needed for the route and roll against adjusted thresholds once, which saves time.

This mechanics will be then translated into digital version of the game as well (once it is refined and tested on paper).

2025-04-01

Decided to start with developing a single gameplay module - piloting (because that's the very first mechanics in space games that is being developed in general). The idea is to allow player the control of the fidelity-vs-time balance.

#gamedev #spacegame #ttrpg #spaceship #mixedmedia #indiegame

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