Grilled Cheese

ExploreLog inSign up
Terms of UsePrivacy PolicyCommunity StandardsHelpGet the app

Grilled Cheese is a product of Village Compute

Version devBuilt at: 2026-10-10 01:38:52 EDT

Explore

PostsPeople
LatestRanked
@lindwyrmstudios.bsky.socialOct 9, 2026, 10:12 PM

Here's another angle of an underground cave system! (WIP)

#TheLastSanctum #indiedev #gamedev #dragon #survival #survivalgame #dragongame #unrealengine #3dart #terrain #map

@lindwyrmstudios.bsky.socialOct 2, 2026, 7:31 PM

Biweekly Newsletter October 02/2026 (2 images)

#TheLastSanctum #indiedev #gamedev #indiegamedev #ue5 #dragon #dragonart #survival #survivalgame #dragongame #unrealengine #animation #blender #3dart #terrain #map

The semester start has hit the programmers like a truck... should be more progress next sprint!


Map & Misc

Explored UE's cinematic camera for future videos.
Created a large cave under the Blue Forest with foliage, water sources, rocks, and crystals.
Further worked on large rock features in the Blue Forest.
Experimented with getting a foliage utility feature working for mapmaking QoL.
Finished the outside of tutorial map rock spires (may or may not be a cave inside to fill out still ;)  )
Created and finished one of the islands in the tutorial map.
Here's a small look at some of the tutorial map islands!
@lindwyrmstudios.bsky.socialSep 25, 2026, 5:35 PM

We're working on a large underground cave system. What do you think? (Still WIP)
#dragon #gamedev #TheLastSanctum #indiedev #gamedev #dragongame #survivalgame #UE5 #map #terrain

@cometshavefeathers.bsky.socialSep 21, 2026, 8:38 PM

Comets Have Feathers Demo is now available on Steam! Fly like a comet people 🌠

#GameDev #DragonGame #UnrealEngine

@lindwyrmstudios.bsky.socialSep 18, 2026, 6:44 PM

Biweekly Newsletter September 18/2026 (3 images)

#TheLastSanctum #indiedev #gamedev #indiegamedev #ue5 #dragon #dragonart #survival #survivalgame #dragongame #unrealengine #animation #blender #3dart #terrain #map

@lindwyrmstudios.bsky.socialSep 11, 2026, 5:32 PM

We're finally touching upon the Lindwyrm concept! We've redone the lineart (still no default skin) and started its base model (WIP). Does it look like a huggable baby?

#dragon #gamedev #TheLastSanctum #indiedev #gamedev #dragongame #survivalgame #blender #blenderart

@lindwyrmstudios.bsky.socialSep 7, 2026, 11:28 PM

Biweekly Newsletter September 04/2026 (1 image, 1 link)

Transitions/Broadcast Link: imgur.com/a/mDV23FP

#TheLastSanctum #indiedev #gamedev #indiegamedev #ue5 #dragon #dragonart #survival #survivalgame #dragongame #unrealengine #animation #blender #3dart

Code & Misc

Reworked ground animation logic to flow more smoothly between movement states. 
Now interpolates between states linearly (within the state) using a piecewise function rather than scaling only from idle->state or smoothly across the entire graph
Still needs some tweaking, but feels closer to a finished-for-demo product. Now it looks more like realistic movement! Here's a clip showing off the change:

Implemented the turn-in-place animation and blending.
Updated turn-in-place based on feedback to rotate more smoothly and have a smaller angle before moving (to avoid a sense of not quite going the direction you expect).
Fixed some minor ground movement bugs related to turning in place transitions.
Fixed NPCs to correctly walk away when the player is close.

This sprint onward we started and will continue working on networking (multiplayer logic). It's a bit scary and where a lot of games have trouble, so wish us luck! Also, keep in mind that as we work on this, there might be fewer code-related visuals to show as we focus on backend stuff.
Began work on core physics replication logic.
We're using custom movement logic, and so physics replication needs to be updated substantially to simulate client-side correctly without killing networking bandwidth.
The basic infrastructure is very similar to the default Character, but requires non-trivial adjustments for the flight system, climbing systems (particularly latching), and ground movement logic (particularly rotations and permitting carrying objects).
We are currently deciding not to use Iris for various technical reasons, but leaving the door open if needed.
The current approach, based on initial testing, should scale to our target low-end computer / player counts, but the engineering here is being kept open to change depending on performance analysis down the line.
Did some exploratory work on managing NPCs at scale on the server.Did some work on the game's main theme!
Animated Iceclaw's Broadcast. This is a bit simpler than the others because Iceclaw's Broadcast is intended to be "spammable".You can also hear the call for the first time. It also has at least one variant at the moment (shown). Keep in mind that the call still needs a polish/audio quality pass! (WIP)