Those dark clouds rolling in over the facility aren't decoration — we built a two-tier cloud system, cheap fallback for lower-spec hardware, proper volumetric feel for everything else. Then we looked at the result and thought, yeah, that'll do. #TerminalBurn #indiegames #gamedev
The cheap 2D cloud fallback exists specifically so older hardware doesn't get a void sky in low-angle shots. What you're seeing in those ground-level replay camera views isn't just atmosphere — it's the same scene running two different sky budgets. #TerminalBurn #indiegames #game
Ballsed the landing, cargo's got holes in it, thrust effects are wrong, heat shimmer isn't done yet — and then I just sent a blank message into the void. That's where we're at with #TerminalBurn tonight. #indiegames #gamedev
Soft particle intersections are in. No more hard geometry edges betraying the billboard stack — explosions actually read as explosions now. Still ignoring some geometry holes in the cargo and the landing was a mess, but that's Tuesday in #TerminalBurn dev. #indiegames #gamedev
Timed cargo now takes damage, just not as aggressively as the volatile stuff. Still enough to keep you honest on the approach. Image 5 shows exactly what that looks like when it goes wrong. #TerminalBurn #indiegames #gamedev
Decals sit at the base of the damage in that explosion — anchoring the escaping gas so it reads as pressurised rather than just decorative. Small thing. Makes a big difference to how convincing a breach feels in #TerminalBurn. #indiegames #gamedev
Active/completed vs inactive/completed — two states that look nearly identical when you're stacking sprites. Distinguishing four simultaneous UI states without reusing the same visual cue is genuinely miserable work. #TerminalBurn #indiegames #gamedev