Lands of Koastalia is a relaxing city building game with a unique building system. Craft natural-looking villages, manage resources within and across them, explore an island, and meet the needs of your residents. Wishlist on Steam: store.steampowered.com/app/2…
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After some time spent on procedural animations I have these results. What do you think?
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I'm still working on UI. It's almost done, already started tweaking and iterating it. I'm surprised how basic UI makes the game look so much better and finished (although it's not even close to be finished πŸ˜…) #screenshotsaturday
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I was trying to bake cell normals into geometry for shader animations and this happened. What have I done?! Sound ON! 🀣
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I'm making a relaxing City Builder with a procedural building system. And in just 2 days I'll announce coming soon Steam page!
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Spent the last two days creating something special πŸ₯° Here are the first living beings in our game! πŸ₯° #screenshotsaturday
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Hey! I'm making a relaxing City Builder game set on an enchanting island. You can subscribe on regular emails filled with behind-the-scenes details, and all the latest news. Sign up➑️: mailchi.mp/995e1aa2a6d8/sdgf…
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I'm making a City Builder game with a unique building system that allows you to 'draw' buildings like a painting on a canvas. And I'm happy to announce that our 'coming soon' Steam page will be live by the end of the next month! #indiegame
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Hey! I'm making a city builder game with a unique procedural building system. You can make buildings by just drawing different shapes on your island. It's flexible enough to adjust buildings to their surrounding environment. Wishlist on steam! Link in the bio
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I'm working on my indie city-building game. There have been fewer updates lately as we are on the finish line for creating a 'coming soon' Steam page. Hopefully, we'll publish it in February! #indiegame
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I'm actively prototyping new ideas for my city builder game. Still amazed how new UI (even just prototype) make the game so much better. Btw, you can wishlist the game on Steam! #indiedev
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Here is the first building process shot. It's super rough, but I'm excited to step into smth new. I'm working on processing cells and getting meaningful data, like putting several houses that fill the area, surround everything by fence, etc. #screenshotsaturday
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Here are couple of shots of my relaxing city builder game set on an enchanting island. The game is in early development state. It’s focused on crafting natural-looking villages and managing resources withing and across them #screenshotsaturday
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I'm making a City Builder game on a procedurally generated island with procedural building system. It's already fun to build things and watch small placeholder characters walking around and doing stuff. Wishlist Lands of Koastalia on Steam! #screenshotsaturday
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I'm making a City Builder game with a special building system that allows you to 'draw' buildings on the island. There will be resource management and logistics involved. Steam coming soon page will be live in less than two weeks! #screenshotsaturday
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I'm a solo indie developer crafting a cozy city-builder game set on an enchanting island 🏝️🌞. There you can create buildings by simply drawing shapes on the ground! If you’re into relaxing, creative games, I’d love for you to wishlist it on Steam! #screenshotsaturday
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Have too little time for working on the project lately. Just updated the calculation and rendering of housing regions. Next steps will be dynamic calculation during building process and show/hide them when needed
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After splitting buildings vertically on different tiles their animations broke. It was for quite a while, but today I fixed them. The game I'm working on is called Lands of Koastalia and you can already wishlist it on Steam!
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After a lot of work AI can do basic things like collecting resources and bringing them to the storage until character become tired. Then it will take a break and return to work after a while. Building system still feels very satisfying
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I'm working on AI for my City Builder game right now. Don't have a lot of time to make fancy video, but I really want to share my progress. So here is just a small recording of what I'm working on right now. You can already wishlist the game on Steam!
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We are working on improving colors and the whole look of the island. Sometimes changes might seem minor, but the perception of the image changes a lot #screenshotsaturday
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I'm working on AI for my city builder game. And I'm closer and closer to somewhat playable. Still have a lot of work on refining my code, adding new Action types for characters, etc. But I'm already super glad that the progress became much more visible
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It was tough holding back this update for #screenshotsaturday, but it's finally here! Progress is speedy and the latest addition is an absolute darling. Don't forget to sign up for monthly updates ➑️: mailchi.mp/0533b45a53d0/mvp-…
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I'm working really hard on an actual gameplay for my City Builder game. Unfortunately, almost everything is in quite a WIP state, so can't share it yet. Although here is a builder doing his job building houses. He's also missing animations yet πŸ˜…
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My indie game Lands of Koastalia each day becomes closer to a playable demo. Although there are a lot of things to do #screenshotsaturday
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I always tried to avoid recording lakes, but few days ago I managed to make them much much better. So this #screenshotsaturday I'd like to show you just lakes😊🌊. You might also notice that FOV changed quite a lot. I'm still trying to find the best value
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Testing a special character type that can influence neighbors and surrounding buildings. You'll need to find a better place for them to live so they can provide powerful bonuses by synergizing with other 'influencers.' However, each bonus has its own requirements
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I was excited about Stream Deck for over a year, and finally decided to get it. I have a lot of debug commands in the game and this device should help me working with them. Already have a setup for trailer camera controls: add/change points, change speed on the fly, etc.
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I've made couple of things. Some are new, some - just finishing old plans and delivering missing tiles. Can you spot them?
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My wife started drawing sketches for characters. I want to find a nice silhouette before modeling them. To previews them in the game I've added simple animated billboards. Couldn't think that they will look so cute at this stage ☺️
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I was just thinking about sounds for building animation, like... probably I can record them myself.. with my mouth. Say no more! I swear to god, @OskSta did the same for TownscaperπŸ˜†. Do you have some sort of story about that or I'm wrong?πŸ˜…
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Working hard on improving visuals and algorithms for updating buildings after placing roads. Not finished yet, but already very satisfying
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I was working on algorithm for placing doors and entrances into buildings and fences. It's looking for yards connected to houses and place a door for each unique yard. Also, each yard is trying to place an entrance connected to road
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I'm still working on UI. Already done a lot, now I need to describe all features related to selected buildings and characters, so my wife can make a nice UX #screenshotsaturday
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I'm so excited to tell you that tomorrow I'll announce my City Builder coming soon Steam page! It's unbelievable how fast time has passed and how awesomely people received such an early state of the game. It gives me so much energy and motivation to work on it, thank you!
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Yesterday I added this small animations for tiles that change in reaction to environment changes, like adding or removing doors depending on roads around the plot. Basically I'm using BBox of changes that is fed into the shader to mask the animation inside that area
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Hey! There is a new article sent for those who signed up for the newsletter. For those who didn't, here is a short article about what we've done during last several months: mailchi.mp/9f9acb1ec6e9/how-…
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I'm working on one of the most important system in my game. I want buildings to be updated to fit changing environment around them. Here is a very early and rough prototype for #screenshotsaturday Btw, you can wishlist the game on Steam! Link in my bio.
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Step by step making WFC terrain generation. Today was a huge progress under the hood where I fixed a lot of things and started getting so much better results for generating tiles in height. Need to place trees correctly though :) 🌲
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I've finished working on calculation and rendering of regions in my game. In the future they will be used to divide island into separate 'communities' with different characteristics gained from special characters that live there #screenshotsaturaday
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I'm working on a better control over generation. I was using point types to mark where doors should be, but that solution has massive drawbacks. So I moved to using Flags for tiles and cells. It's better now, but still, there are a lot of limitations. #screenshotsaturday
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I returned to the idea of having regions in the game. It is tied well with ideas about having 'influential' characters that give bonuses to those regions and might indirectly affect how you plan your regions/villages/towns #indiegames
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Ough, I love those shapes so much! Can't wait to make a solution for building beutiful foliage on top of it, oh gosh
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Spent two days to achieve this kind of a coastline generation. Have tones of magic numbers that I'll have to collect and properly organize into one structπŸ₯²
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Hey! I'll reveal the title of the game, the announcement trailer and the steam page in 6 days! Did you know that those sheep have friends? 😊
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Adding just a few tiles with tiny details makes the whole picture much more interesting. Was not expecting that. Although, buildings are still feel copy pasted. It should be fixed on the stage of pushing more content, but now I'm more focused on new logic
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Here are first results of my road system. It can find all separate roads, junctions and squares. It also updates only that instances that will change after building new roads around existing ones
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I have a little more content to share! My wife was working hard on our UI and here is a small part that we have pretty close to be finished! Also there are couple of new buildings 😊 Wishlist my game on steam: store.steampowered.com/app/2…!
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I've written a little update that covers last two months of development. The most exciting part during these months was concept art! It'll be sent tomorrow via email, but you already can read it here: mailchi.mp/3a5257530ed2/craf…
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Small but important progress in my City Builder game. I moved all AI to a custom BehaviorTree solution. GOAP is interesting, but it doesn't fit my needs. I'm not too far from smth very small, but already playable. You can already wishlist the game on Steam!#screenshotsaturday
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It's insane how badly video was compressed... Here is a screenshot to see the beauty of a lake
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Today I've made a tool that allows me to make a path for camera flythrough right in the game. You just ask console to add the point where camera is and the tool builds a curve and calculates smooth path for you
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There are just 3 days left until I announce my relaxing City Builder coming soon Steam page! Right now I'm working on different features that allow you to customize buildings. Although it's hard to focus on them because of excitement for launching the Steam page 😊
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Oh... I just realized how badly I want to be at such a place. Definitely need some vacation that I can't afford
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Here is the first result of calculating the region, defining and rendering its borders in debug mode. Looks not bad already. Making custom Bezier lib for this and future features
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I started working on improving houses generation. At the moment I'm far away from what I'd like to have in the game though. So many problems to solve... But I'm ready to put in as much effort as needed to make them beautiful.
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Today my coming soon Steam page was reviewed! Need to wait 5 days more until the announcement of a City Builder game that I'm working on!
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That's why we don't need whole full res picture in VR. Foveated rendering will bring us massive perfomance boost. #HTCVive #OculusRift #VR
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All the art for the Steam page was made by my wife😊. I'm not sure if Coming Soon page will show you all of those capsules though. It will be live in 4 days and we'll see!
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Testing new house model right now. You can compare the new one in the middle with the old one on the right. Looks more interesting, but I'm not satisfied with the feeling overall. You can already wishlist my game on Steam! #screenshotsaturday
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That guy is prepared for the hard work! πŸ’ͺ You can wishlist my game on Steam now 😊 store.steampowered.com/app/2…
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New iteration for @HarryAlisavakis challenge done. From this moment I'm not sure if I can do motion any better #technicalart #techart #shaders #madewithunity
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Until this moment, it was pretty confusing to determine what you've selected when the area is hovered by trees or other geometry. I decided to take a few hours and play with different ways of masking it. It's not final, especially the pattern, but in general it's much better now
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Today I cut our blockout houses into tiles to test their scale in the world. Already made several notes what I should focus on in generating graph for buildings. The general look is pretty fine, but there are quite a lot of problematic cases
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Don't have a lot of time for making a video, so here is a screenshot with some new content in WIP. Happy #ScreenshotSaturday! You can wishlist the game on Steam: store.steampowered.com/app/2…
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I'm exploring how buildings can be placed. I'd like a player to 'draw' houses/fence/field separately inside selected area for custom designs. But at the same time I feel that it might become boring and repetitive after a while. So.. maybe semi-automated approach?
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Happy New Year to everyone! πŸŽ‰ I've shifted my focus on Steam page preparation, so there is no any noticeable changes in the game at the moment. Although I'm super excited about what we can achieve in 2024!
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I've finally got an approve for publishing my Extended Shader GUI in the @AssetStore! assetstore.unity.com/package… πŸŽ‰πŸŽ‰ It allows you to use new attributes to make material editor for your custom shaders pretty. It's very easy to integrate and use! #shaders #techart #technicalart
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In my city builder game I'm still not sure if I want farmers to plant resources or only gather them like in Anno games. I think I'll try different approaches and then just stick to the one that feels better to me.
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I'm making a relaxing city builder. And after spending the last month on a lot of preparations, I’m proud to say that just in 7 days I will reveal the full title, the early trailer and the Steam page!
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Working on spawning different props on top of buildings as you can't have everything inside tiles geo. Was thinking a lot about the approach and decided to chose one that describes spawn areas on Blender side. Works pretty well, but need many improvements
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It's painful to see how the progress is slowing down when you start polishing things. It also looking nice, but there are very few things that are not going to be changed significantly in near future
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Hey! My friends are also making a city builder game. Cat lovers should take a look!
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I didn't like how selection highlight was instantly jumping between cells so I made it smooth
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Ooouh, just got this heart shape generated lake ❀️
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Exploring different features and mechanics related to 'neighborhoods' that are generated automatically while placing buildings in groups. Looking into a way of rendering them at the moment
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I was trying to find interesting mechanics for neighborhoods. Unfortunately, I gave up on this idea as it didn't feel good enough. Don't stick to your ideas too much. They can ruin the game experience if you keep them only because of the time invested.
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Had a little time between major tasks and decided to add smooth camera height displacement depending on the terrain underneath
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I was trying to solve a problem with generating constructions that are not symmetrical and have front and back sides. Turned out to be harder than I thought. I was making Warehouse blockout building but actually made a little shed for Houses 😁
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I was ill the whole week, so there is nothing special to show you. But I still want to share a bit of a progress for #screenshotsaturday so here is a pretty raw WIP screenshot with house tiles and roads
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Exciting news! πŸŽ‰ I'll be sending out monthly emails filled with behind-the-scenes details, progress updates, and all the latest news on my indie game. If you're interested, click the link below to sign up. Join now ➑️ mailchi.mp/0533b45a53d0/mvp-…
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Can't resist sharing with you a rough step of our buildings creation. Those are just blockouts, but I can already see the potential and can't wait when they will be done, polished and cut on tiles
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So here are couple examples of what should be fixed. But those are just what works wrong or unexpected. And there are quite a lot of other things that should be doable in the final game. Like having houses with nice spacing both outside and inside of some area (1/2🧡)
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Ok. I have these placeholder animations and new tiles for buildings under construction βš’οΈ. Animations in general are very rough. I'm trying to define requirements for rig and mesh by trying to make different types of animations. Already see several cases to be aware of
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Trying to find out how to make mesh generation on top of the terrain for both vertically deformable and non-doformable tiles. Got a solution for the first one
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As I work on the game itself, my wife is drawing different illustration about it. They are very warm and cozy πŸ₯° She is also looking for a 2D Artist job in Warsaw. Just in case you need one.
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Improving different parts of island generation. Moved a lot of things into graphs. What a pleasure to work with them
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Just started working on advanced road system. Seems a bit more complicated than I thought to be honest πŸ˜πŸ˜…
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Working on nice looking low fertility ground areas. Already pretty satisfied how it looks, but there is a major issue from game design part: how to separate roads from grassless ground patches and keep all the beauty?
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Working with math is always a fun. Today, I'm making a movement component for AI along a path. Although it was a bit janky at first, it's becoming more natural and exciting as I go along
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I'm happy to announce that my city builder game, Lands of Koastalia, will be part of the Cozy & Family Friendly Games Celebration on Steam this week! Thank you for inviting me, @cozycelebration!
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So much pleasure to see how the project is growing and getting better and better each day #screenshotsaturday
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Started making improved shader editor for @unity3d today. All you need is to tell your custom shader to use it and it will make your life easier with new attributes! @HarryAlisavakis would you be interested in it? #madewithunity #technicalart #techart
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What I've learned a long time ago as a technical artist - if your artists are happy, so you are. That's why I created a Blender plugin to visualize crucial data for the tiles, taking lots of headache away for my artist
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Progress has slowed as I work on polishing and testing mechanics, improving pipeline, etc. But I'm still super motivated to work on it, even without visible changes.
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Spent a lot of time playing other games and making design document for my gamel. Now slowly returning to coding. Here is cell selection for my non-uniform grid #technicalart #techart #madewithunity #indiedev
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Taking part in @HarryAlisavakis's challenge this fortnight. The theme is flowers and this is the first iteration of my idea. Tools I've used: Houdini for generating mesh, #Unity and #shaders for animating it 🌸
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One of the biggest problem that WFC intoduces is a complex debug. That's a challenge to find the best way to locate a broken tile, as it might be hidden under properly working step that propagates an error further away. Visualization should be a key
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