Ariel Coppes

Indie Game Developer and Sofware Engineer, ex Lead Programmer at @ironhidegames and @gemserk #gamedev #indiedev arielcoppes.dev

2025-05-19

After a year of doing "marketing" for Ship Miner I decided to write a blog post from my experience: arielcoppes.dev/2025/05/18/doi

2025-05-02

Maybe sometimes you could get help from other "automated" miners... at least to find bugs in the code... I suppose this "development feature" started to feel like a thing to have in the game xD

2025-04-29

@stephann let's remove the cool part of playing games by having an AI playing the game for you while you can go and do boring stuff like doing the laundry....

2025-04-29

Testing some automatic players so I can stress test the game for bugs, but also could be the base for automated miners (for enemies and/or for friendly drones)

2025-04-27

@noio since I am a fan of using gameobjects, I normally do all the level logic using them, with an event/condition/action approach (inspired in strategy games like starcraft). What I found with using gameobjects is logic is easier to copy/paste and/or create prefabs, variants, etc, and also easier to refactor.

2025-04-22

Generation visualization is more and more interesting with each step I add.... a bit sad players are not going to see the generator working... (maybe I should add a cheat key for showing this? it breaks the game if you know where things are beforehand but....)

2025-04-14

But one difference now is I wanted to have something visual, consistent (control the seed) and be able to do step by step, so if something goes wrong with the generation, I can adjust the logic and test again and see where it is failing, etc.

Next step is to try to integrate the minerals generation into the shape process and also visualize that better since not having visualization and replication makes procgen super harder.

2025-04-14

Last week I started playing a bit with generating the asteroids shapes for Ship Miner with a bit of procgen and it is super fun and rewarding.

I was already doing procgen for the minerals spots but the asteroid shapes were predefined since I wanted to control that in order to find the core loop of the game. Now that I have some core loop defined, I can create the shapes considering that.

2025-04-05

More gameplay videos but now with some audio (music + sfx) to share more about game experience.

2025-03-29

For those interested, I wrote a blogpost with a roadmap for having a Demo in Steam at arielcoppes.dev/2025/03/29/shi where I explain the state of game and what the game needs for the demo.

Hope you you like it.

2025-03-07

Newer gameplay video with some experience tweaks that might be not so visible but they feel good when playing :P, you will have to trust me xD

2025-02-26

Prototyping some interactable objects for Ship Miner (popup is just random from the popups I had already), idea would be to show contextual options based on the interactable.

2025-02-15

This is how it looks to update the Ship's stats right now, it's gonna change but I like the ui already.

2025-02-02

Just a random Ship Miner video

2025-01-12

I just published a recap blog post about what happened in 2024 for Pixel Core Games and Ship Miner, like winning an innovation award, and my plan for 2025.

arielcoppes.dev/2025/01/12/rec

Hope you like it.

Btw, here is Ship Miner in case you didn't see it before.

2025-01-02

Added some space fireworks for the video but they ended up being deadlier than I expected.

Happy 2025!! 🎉

2024-12-24

A Miner was traveling in his Ship and found a unique asteroid with the form of a Christmas Tree🎄....

He thinks It looks a bit .... unstable? and decides to leave before something happe..... AHHHHHH!!!

All the Ship Miners in the galaxy wish you a🎉Merry Christmas🎉

2024-12-23

After being part of an evaluation committee for a gov competitive grant, I wrote a blog post about my experience doing this job, and those notes might contain some value, here is my humble view on this topic:

arielcoppes.dev/2024/12/22/my-

👏to all the participants!

2024-12-06

Initial version of the outcome screen when you finish the game. I am targeting to have an initial playtest soon, it will be an early and simplified version of the game, lots of things are still missing but it should resemble in some way what I want for the game.

Client Info

Server: https://mastodon.social
Version: 2025.04
Repository: https://github.com/cyevgeniy/lmst