Montreal Indie Dev creating Nimian Legends & Wilderless, a procedurally generated fantasy openworld. Thank you everyone who has shown support + love ❤️
I'm making Cozy Country, a game where you paint beautiful landscapes then step inside and explore the world you've created. Coming to iOS, Android, and Steam❤️
Wishlist on Steam: store.steampowered.com/app/4…
I feel sick. Apple just sent me an email saying they're removing my free game Motivoto because its more than 2 years old.
It's part of their App improvement system.
This is not cool. Console games from 2000 are still available for sale.
This is an unfair barrier to indie devs.
Titanic Dracozids are very rare, I wasn't even sure if one would generate. So I was happy to come across one in the forest. At this size she can walk faster than I can run.
#Wilderless#herds#dragons#proceduralGeneration
Years ago, watching pines sway in Skellige's winds in Witcher 3, I dreamed of making games that capture nature's magic. Now, with #Meadowfell’s wind system, I’m thrilled to just watch trees dance in the breeze, framed by bright sunsets and deep shadows. #GameDev#IndieGames#iPad
Thank you everyone. You bought 40 copies of my game on Steam and I know a lot of those were from people who follow me here. I appreciate it a lot because I want to focus on making Wilderless better and better, and this support helps with bills and allows me to keep working❤️
The more I read about Unity and IronSource, the more it's sounds like IronSource plays a large part in Unity's runtime fee decision.
teddit.net/r/Unity3D/comment…
Wilderless 1.7 is continuously procedurally generating the world and roads around it. It's exploring for explorations sake, even I don't know what's around each corner - here a road winds down hillside woods and opens up into a green, coastal valley.
I'm sitting here on a Friday night, working myself to to bone after my day job, trying my best to scrape a living from my indie games, trying to keep up with Apple, Google, Unity, Xcode, MacOS changes that happen so fast my head spins while performing worse on older devices.
Working on behavioural presets like migration and feeding - here I'm riding dragon back alongside a herd of migrating Red Bellies. There's something cool about wandering the world and seeing a large group of animals come over a hillside
#Wilderless 1.8 #herds#openworld
Just added splash effects to the procedural rivers. The game now also generates persistent rivers that flow throughout the world. I’m currently wandering around discovering them in action.
#Wilderless#IndieGame#iPadNimianLegends.com
I've passed 1,000,000 downloads of my games across Android and iOS - mostly free, but still a milestone for a solo dev with no marketing or funding🙂
Making games is really challenging, and it's your support and encouragement that keeps me going - thank you❤️
Now I am expected, along with Google's new program, to update all of my games every 2 years even if nothing is wrong with them.
Even yearly Unity updates break project so badly they won't run. This is not an insignificant challenge and adds undue stress.
I just picked up Ubisoft's Avatar game for research - totally worth it. I don't know how the Snowdrop engine achieves all this micro detail but the amount of it is kind of staggering😮 Easily the lushest game I've ever seen, plus ray tracing, and this is on a base ps5.
There was no indication of what kind of update needs to be made. Just that the app must be "updated" or be removed.
Is there some security or technical issue an update will solve?
Are arbitrary updates to fully functioning apps a necessary part of our development workflow?
I can at least try to understand getting rid of 32 bit apps years after 64 bit became standard. Or scam apps. or apps that collect data. Or broken apps.
But this is a perfectly good game. No surprises. No tricks. Just something I worked very hard to make and love very much.
Procedural herd generation is complicated because it's hard to control the results. So I was glad to come across a herd of 15 Rollerbots, something that I coded to be possible but was so rare I was wondering if I would ever see it.
#Wilderless#herds
Wilderless : Relax in a vast open world wilderness. No enemies. No quests. Just miles of beautiful, natural, untamed wilderness to explore. #openworld#nature#mobile#game
I'm submitting the Wilderless Animal Update 1.8 to the App Store this week. Here's a preview with gameplay footage captured on an iPad Pro 2020😺 Thank you for testing it and for all the feedback❤️
#Wilderless#iPad#Dragons#robots#procgen
I'm fine tuning the river mesh UVs using a simple scrolling shader. It involves creating a lot of different sized rivers under different conditions to look for trouble spots.
#proceduralGenerationNimianLegends.com
This is how I test #Meadowfell's new unified tree shader to ensure it works across all tree types. I'm porting it back to Wilderless, and using it in my next game, GrimShiver, for better control over the environment in crafting a haunted world 👻 #indiegame
Take a peaceful rowboat ride along a winding country river, with cows grazing by the shore. #Meadowfell is full of quiet moments like these - where you can simply relax and let nature be your only companion. #screenshotsaturday#IndieGame#ExploreNature
I'm developing the Ai in a separate scene so I can make sure everything works and is polished, but periodically I test them in the game world for memory use and performance. Even in this basic state I think it's going to be cool seeing new herds and beasts in the Wilderless❤️
Animal Size Adaptation | Wilderless 1.8 Preview
I'm so glad I finally got this working. Animals now auto-adjust movements & animations based on scale. This is an extreme example with a massive dragon and opens the door for titanic creatures.😸
#openworld#ipad#procgen
I have a new gameplay category: running down country roads for the sake of running down country roads😸 I'm testing the road manager and there's work to do, but the experience of a miles long journey is coming together #Wilderless 1.7 #openworld#countryside#ipad
Now I need to dig up my project file, update the Unity version to make sure it meets the App Store requirements, rebuild, retest, resubmit all to get the exact same game in the exact same place it was before.
For me this kind of surprise is the worst part of making games.
Wilderless' procedural river generator completely bugged out and created a half-mile high pillar with a sunlit grotto in the centre. Even though it's a bug I have to fix, it's still kind of cool to see procgen create things you don't expect. #BugsHappen
Finally got variable width working in procedural rivers using a world space post process so they feel less roadlike. I'm thinking it would be good to add wider = slower and thinner = faster, and maybe increase the depth of the carving in thinner sections?
iPad Pro (2020).
Dragon & Robot Herds | Wilderless 1.8 Preview
Working on how different animal types spawn and blend together in herds. Smaller herds are more common with huge groups being rare, but it's not an exact science so I test a lot to get the feeling right🌝
#openworld#ipad#procgen
Procedural rivers now carve terrain, clear trees and grass (and grow reeds on the side), follow basic pathfinding and generate instantly. Next: making them less roadlike with variable width and more natural, winding flow - basically I don't want to see any straight lines💧
Big thanks to @JanOrszulik for helping me get flow maps working with my procedural rivers. Here's a look at the results on an iPad Pro 2020. Be sure to check out his page and follow his beautiful game project, an incredible blend of art and engineering.
#indieGames#Wilderless
I love finding places I really like and just walking through them. Like this little pond next to some trees. I kind of relaxes my heart. And coming soon... ducks🦆 and frogs🐸 ❤️
I just released Meadowfell, a relaxing open world exploration game on iOS. No quests or combat. Just a peaceful, procedurally generated world.
Download on the App Store: apps.apple.com/us/app/meadow…
If you enjoy it, please share to support a solo dev❤️
#screenshotSaturday#procgen
I'm deeply grateful for all your feedback.
I've adjusted the heart with tilt & nicks, added an outline for clear viewing, and made color variants. The heart inside the O was your top pick and your help shows the best of social media.
Thanks for making it better❤️ #CozyQuests
I added options for animals to swim on the water surface, as well as swimming animations for some (other agents like robots just walk on the bottom of lakes)
#Wilderless 1.8 #ipadpro#openworld#crocodiles
I've been working on the group avoidance and it's finally at a point where I'm liking, and having fun with, the results. It just occurred to me why not add the player into the group avoidance and see what happens. I'm gonna try that next🙂
No variable widths or shaders updates today, but I did get river connections in😀 Procedural rivers can spawn anywhere and they seamlessly connect when they meet. Eventually I’ll make them grow with each merge, but for now I’m happy with it.
NimianLegends.com
Wilderless 2.3 running on MacBook Pro
This update adds the new river generator plus lots of features & fixes.
Steam (Mac + PC) version coming next week.
NimianLegends.com
There's a real person behind indie dev games. I'm not trying to sell you a million diamonds or game points or take your data or make a profit. I just want to share fantasy worlds to give you a moment of pleasure in a world that can be crushingly hard and unknowable❤️
I have a few favourite animals to ride and the crocozid is one of them. I find it soothing to ride water-back, I keep hearing chants of the "Crocodile Queen".
#Wilderless#openworld#ipad
Boogie wonder-plants? #Meadowfell's unified tree shader has settings to handle different shapes and sizes of trees, it leads to some interesting results if you push the values to the extremes😸 #indiegame
Wilderless river system can handle streams a few feet wide to rivers about 30 feet across, still working on the water shader and am tackling foam next. iPad is extra tricky because some shader features like grab pass don't work on Metal.#indiegameNimianLegends.com
A herd of chonky, bumbling dragonnes, related to the Red Belly dragons of Wilderless, rest their wings and explore a tranquil river valley in #Meadowfell, an open-world exploration game where nature is at the heart of the experience.
#ooenworld#indiegame#relax
Fine tuning #FinalIK quadruped IK for smooth motion up and down steep slopes + a custom solution for spine bending as you turn - behind the scenes it's based on looking at an invisible ball that moves ahead of you.
#Wilderless#dragons#openworld#ipad#procgen
I increased the scale of the wind debris - no more line of dust. Also the height fog feature is still in the experimental section, but if you turn it in you can get some great atmosphere.
#Wilderless 1.8 #dragons#wind#mountains
Swimming with Dragons❤️
Added water wakes, collisions, splash pooling, behaviour adjustments. Features work across agent types to make it easy to add new creatures.
#Wilderless#dragons#openworld#ipadpro#indiegame
Indie dev isn’t just a job. it’s my passion. Meadowfell, Wilderless, BrightRidge, and Vandgels mean the world to me, but right now sales aren’t enough to support me. I’m facing a tough decision, but I’m not giving up yet❤️
I'm working on a river system update: delete and regenerate paths with flowing water, rocks, and waterfalls. Sound adapts based on position using 2-3 AudioSources. If this sounds interesting you can help me keep development going by buying a $5 game at NimianLegends.com❤️
Testing behaviour, basic foot splashes, clamped backup speeds, fixed deceleration sliding. Next up, foot IK placement, water wakes, turning animations. So far they're starting to feel more alive, and code is shared across all agent types.
#Wilderless#openworld#dragons
Correction - my last update for Motivoto was March 2019, so more than three years ago, not two.
My concerns are the same though - that a fully functioning indie app can be removed from the store with relatively little warning, and for no solid reason.
I make open world indie games that are all about relaxing moments like these. This is the Rivers & Waterfalls update running on iPad, and coming to #Wilderless and #Meadowfell v 2.2.
NimianLegends.com
Options> mods> oil paint with Options> quality> antialiasing> Temporal anti aliasing gives Wilderless a nice moving painting quality. There are tons of options to play with because I like giving players lots of options.
#Wilderless#OpenWorld#ipadpro#cozy#forest#indiegame
Rivers flowing through procedurally generated forests with sunlight and shadows. My goal is a messy, naturalistic, painterly open world - I want to give the FEELING of nature more than a technically precise copy.
#GrimShiver#environmentdesign#indiegameNimianLegends.com
Scaling the Animal Kingdom | Wilderless 1.8 Preview
Finding perfect sizes for babies, leaders & rare titans. Scale variety makes herds more intriguing, and each mount boasts a unique speed dash & some even jump! Stay tuned.
#openworld#robots#ipad#procgen#Wilderless
Flowmaps now include directional flow and micro variations, UVs shift based on river direction and velocity stored in vertex colors. It makes movement feel more natural. Shader tweaks and sound system are next. #Wilderless#screenshotsaturdayNimianLegends.com
Work on pathfinding settings - slope height affects how roads curve up hills, like in this case. Other areas have long straight paths, so I layer on some sine motion and large scale noise at main road junctions to add some twist. #Wilderless 1.7 #openworld#nature#ipadpro
When I was a kid we'd pick blueberries in the Québec countryside - I'm going to have to put some blueberries in these hills too. #Wilderless#openworld#nature#greenhills
Wilderless' procedural rivers are nearly complete, just a few final tweaks and UI fixes left before they're included in update 2.2. I'm really happy with how they’ve turned out. Shown here running on an iPad Pro 2020.
NimianLegends.com
The cutest unexpected thing just happened. I possessed a Shroomfolk, then started talking. The more I talked, the more they talked back, until it was this chorus of voices that encircled me. Then they all followed me in a group. No idea what they're saying😸🍄 #Wilderless
Got a 3-day sub reddit ban for the first time after posting what I thought was an on-topic comment. It felt awful because a lot of people engaged, and I just wanted to reply to everyone. Grateful for the interest, but this stings.
Sunlit storms in motion. Subsurface scattering gives leaves a glow when backlit by the sun. #Meadowfell's procedurally generated worlds are unique, and this island in Harvestwood (world 211) is one of my favorite spots ❤️ #iPad#indiegame
Play Meadowfell: nimianlegends.com/meadowfell…
Almost finished the #Wilderless river shader #iPad update. I added specular lighting (that was tough), softer intersections, and wave undulations that oscillate above and below instead of just rising up, so more artistic control and natural movement.
NimianLegends.com
I'm finding I love swimming with animals. Even without the final behaviours, it already kind of feels like playing with pets. Currently testing spawning animals in dungeons as well as on the surface.
#Wilderless 1.8
Pinch to zoom, from treetops dancing in the breeze to the quiet shadows beneath the forest canopy. Light, movement, and atmosphere, I'm working to make the world feel alive at every scale❤️🌳 iPad Pro (2020)
#GrimShiver#indieDev#screenshotsaturdayNimianLegends.com
What makes Red Dead Redemptions 2 rivers the best rivers in videogames? I don't think they use fluid simulation. Plenty of particles, foam, mesh undulations, refractions and depth... every river, stream and creek in RDR2 is naturalistic and gorgeous.
Hair now reacts to wind. I'm using a randomized force on the bones based on wind intensity. With the blinking I think it adds some life. #Meadowfell#indiedev#iPad#openworld