The new engine thrust is in. Cyan and magenta exhaust plumes, distance-based emission, attached to the interpolated renderer — messy to get right, but it looks like this now. #TerminalBurn #indiegames #gamedev
The heavy cargo in Terminal Burn has proper weight to it. Not just visual, but physical — it lands, it scatters, it *smacks* into everything around it. That screenshot is what that looks like. #TerminalBurn #indiegames #gamedev
The heavy cargo in Terminal Burn lands with a weight you have to feel to believe. Physical sim doing exactly what it should — a chunky armoured transport bouncing off the deck like it means it. #TerminalBurn #indiegames #gamedev
The heavy cargo in #TerminalBurn hits like a freight train dropping from orbit. That's not hyperbole — watch it bounce off the deck. Physics doing exactly what we wanted, and also possibly what we didn't. #indiegames #indiedev #gamedev
The clouds in Terminal Burn are now tied to both rain and wind states. You can see what that looks like in the video — four distinct weather conditions, all driven by the same system. No, you cannot fly up to them. #TerminalBurn #indiegames #gamedev
Timed cargo takes progressive damage in #TerminalBurn now. The holes appearing in the geometry are not intentional, the landing was a mess, and the thrust effects still need work. Showing it anyway. #indiegames #gamedev
Showing off the new timed cargo damage in #TerminalBurn while actively ignoring the geometry dissolving, a landing I immediately regretted, thrust effects that aren't right, and a heat shimmer pass I haven't started. Progress. #indiegames #gamedev #indiedev
Showing off the new timed cargo damage in #TerminalBurn while actively pretending not to notice the geometry falling apart, the dodgy landing, and the thrust effects that aren't done yet. It's fine. It's fine. #indiegames #gamedev