Watching a village finally change after eating the bread you sold it was the high point of the week. Lots of messy ups and downs to get there, but that little map shift made the world feel alive.
#WeekInReview #GameDev #IndieDev
Posts by Tysk Games
Little thing from today: the chat now pops up a note when you pick something up or when the world does something important. Feels much easier to keep track of what just happened without missing it.
#ScreenshotSaturday #IndieDev #GameDev
Good idea! And yeah they already found how they can swear anyway...
Friends immediately turned chat testing into chaos, so a swear filter jumped to the top of today's list π
What should it catch, and how strict should it be? Want clean chat, but not something weirdly overprotective.
#FeedbackFriday #IndieDev #GameDev
World chat is in now, so anyone in-game can talk in one place. Right now that mostly means me and a few brave friends π
but if you want to poke at the game and help test, youβre very welcome.
#DevLogThursday #IndieDev #GameDev
Towns can shrink now, too, and that made the whole world click. Feed a village enough supplies and you can watch new houses pop up; run it dry and it starts looking worn down. Even the wonky moving tile is a house being built.
#WIPWednesday #IndieDev #GameDev
Spent tonight untangling how village info connects behind the scenes. One missed link can make a town forget what it needs or how it should grow, so getting this tidy means fewer weird hiccups later.
#TechTuesday #GameDev #IndieDev
Villages can eat now, sort of π Sold one food and one fuel run tonight, got paid, and the town actually starts heading toward growing on the map. Still rough, but seeing trade turn into a bigger little place feels good.
#MondayDev #GameDev #IndieDev
Players: tough week of highs and lows. Moved from defining items to making the world yield them. A custom tool now feeds Godot and Nakama, and gathering plus inventory work. Next: loot spread, villages, crafting and trade. Posting from the co-working space!
#WeekInReview #IndieDev #GameDev
As a dev, weekend play is casual Catan, leading empires in Crusader Kings 3 or Total War Warhammer. Really excited for Kingdom Come Deliverance 2, but waiting until no more DLCs drop so there is time to sink in.
#SaturdayVibes #Gaming #PCGame
Feature spotlight: village economy. Sell food and fuel. Villages consume resources and grow as needs are met. Growth unlocks trade, crafting and forts across 3 paths: population, development, fortification. Choose trade or defense.
#FeatureFriday #IndieDev #GameDev
Just want to mention that it feels more and more like a game!
Mini devlog: first end to end gathering loop is live. You can now venture out, collect resources, and fill your inventory. Next steps: polish UI, stabilize gathering, set drop tables and connect crafting and trading.
#DevLogThursday #IndieDev #GameDev
Quick update: inventory drag and drop is live and gathering works, but buggy. Tiles show type and quality which affects loot chance. Tiles remember if looted so exploration matters. Next: fix bugs and stabilize gathering UI.
#WIPWednesday #IndieDev #GameDev
New deep dive into item drop logic: items get per-tile probability tables and layered drop maps. Example: sticks spawn near forest tiles but not plains. Players will get more varied loot and clearer maps. Tilemap overlay helps.
#TechTuesday #GameDev #IndieDev
Todays update: built a small item tool to move item defs into Godot and Nakama. Items are created and sorted in the editor and auto push to server on commit. Fixing now some UI, then we can gather and craft soon.
#MondayDev #GameDev #IndieDev
This week the core tech and iteration speed got a huge boost, then work shifted into defining game identity and player verbs so you can actually DO things. First in-game UI. And now I'll enjoy this amazing spring like weather and watch the snow melt.
#WeekInReview #GameDev #IndieDev
First in-game UI for Highroads is live. Clean and functional, focused on economy verbs: trade, move, inspect. Thinking about right click vs constant menus and how wares travel. This version does more than just walk.
#ScreenshotSaturday #IndieDev #GameDev
Testing expandable and hideable windows for the trading UI. Early tech work let us build the first functional in-game UI. What feels best for player flow: click to expand, hover preview, or a compact hide option? Thoughts?
#FeedbackFriday #GameDev
Midweek devlog: core tech and iteration speed picked up early, now turning our economy first vision into a functional in-game UI. Desk is chaos: water, snacks, loose docs and a bulky teleprompter. Mostly here for Highroads.
#DevLogThursday #DevLife #IndieLife
Today is the best day to pitch Highroads: Realm of Trade, an economy first MMO where players shape the world through trade, crafting and logistics, not combat. Want to playtest and give feedback? Join our Discord to get access. https://discord.gg/BAuC7HYBrT
#WishlistWednesday #IndieDev #GameDev
Deep tech update: multistep build and deploy pipeline updates Nakama and Godot client fast. Authoritative server restarts and checks finish in about 30s in editor; full deploy 1 to 2 minutes. Players barely notice restarts.
#TechTuesday #GameDev #IndieDev
Early devlog: iteration speed up. Finally you can see where you are walking. Nav, animations, and server debug overlay are in. Next: testing tools and cheats like a teleport to speed QA.
#MondayDev #GameDev #IndieDev
Tough week of ups and downs, but big strides: world sim and core infra both advanced. Deployment got more hands off and resilient and the map has navigation and data to start a real economy. Hope players want to try soon.
#WeekInReview #IndieDev #GameDev
Weekend vibes: using Nakama for a contract work. This is my third server setup and my first real own game on it. Went all in on Godot. Nakama plus Godot feel like a match made in heaven. Happy to chat engines, servers, builds.
#SaturdayVibes #Nakama #HeroicLabs
End of week win: build system now auto-updates modules, sends failure signals and warnings, and even recovers on bad starts. Just commit and the server deploys itself. More time for world and economy work. #FeatureFriday #MadeWithGodot, Buildpipeline
All credits goes to itch.io/profile/matt... I started with his tileset to get things going and its stunningly beautiful! I am looking for an pixel artist though for characters and modifications :)
Mini devlog day: big progress on tile metadata, pathfinding and indicators. Every tile now has resource and access data, nav works and indicators show status. Pathfinding was hundreds of lines of fiddly code, but it works great.
#DevLogThursday #GameDev #IndieDev
Midweek WIP: tiny world map with 3 villages, fish/wood, metal, grain/crafting. Players move wares between markets; red tents mark market spots for now. The new map is already deployed on itch! The game grows step by step, every day a little more.
#WIPWednesday #IndieDev #IndieGameDev
Using Tiled to build a small world map. Autotiling and terrain sets rock. Debating how much data per tile: collision now; base speed, category, resources later. Goal is replace old tilemap with collision. Trading and economy features come later.
#TutorialTuesday #GameDev #IndieDev