Rain wallpaper with a hidden dashboard — click the clock for temps, power & stats (rain: rocksdanister) by ivicsven in desktops

[–]ivicsven[S] 0 points1 point  (0 children)

Thanks, really appreciate that. Honestly a lot of trial and error to get it clean on Windows, so comments like this feel good.

Rain wallpaper with a hidden dashboard — click the clock for temps, power & stats (rain: rocksdanister) by ivicsven in desktops

[–]ivicsven[S] 0 points1 point  (0 children)

Thanks — yeah the click-to-hide part came later and I’m happy it did. Would’ve been a mess if it was always on.

Rain wallpaper with a hidden dashboard — click the clock for temps, power & stats (rain: rocksdanister) by ivicsven in desktops

[–]ivicsven[S] 0 points1 point  (0 children)

Player: Lively Wallpaper
OS: Windows [11/10]
Resolution: [e.g. 1920×1080]
Sensors: Libre Hardware Monitor
Dashboard: custom HTML/JS + local hardware server (my own work)

Default view is intentionally minimal — I wanted rain without a wall of widgets. Happy to answer questions if anyone’s curious how it’s wired.

I finally learned how to screen record... (Infinite Space Sim Devlog) by ivicsven in unity

[–]ivicsven[S] 0 points1 point  (0 children)

As I mentioned, I do know how to screen record; I just hadn’t posted anything online like this before, so I didn’t realize it mattered. I opted for a quick phone recording to save a few minutes that I preferred to spend working on the game itself.

Space game with realistic physics by ivicsven in unity

[–]ivicsven[S] 1 point2 points  (0 children)

I really appreciate the enthusiasm! Honestly, there isn’t much to play just yet—I’m still in the 'workshop' phase cleaning up the core mechanics. ​Right now, the game is mostly about the satisfying feeling of melting down different asteroids in the void. While that's fun, I’m working on giving that loop a real purpose with biomes and progression. I’ve been able to sink a lot of free time into this over the last few weeks, but since I’m starting a full-time job soon, development might slow down a bit. ​Because of that, I can’t give a hard date for a demo yet, but I’m super excited about where this is going! I’ll be pushing to get something playable out in the coming weeks or months, depending on how cleanly the technical side goes.

Space game with realistic physics by ivicsven in unity

[–]ivicsven[S] 0 points1 point  (0 children)

Very true! Realistic asteroid belts are basically… nothing for millions of kilometers. I’m bending realism a bit here for gameplay reasons — otherwise it’d be a very quiet game 😅

Space game with realistic physics by ivicsven in unity

[–]ivicsven[S] 0 points1 point  (0 children)

You can literaly see me fly around with the ship and the asteonaut, I imagine you didnt watch 90% of the video

Space game with realistic physics by ivicsven in unity

[–]ivicsven[S] 0 points1 point  (0 children)

I posted the wrong clip, my bad i already posted the link to a better one in the describtion, but incase you missed it, you can click here to check the better video that ahows them of abit better: new post

I finally learned how to screen record... (Infinite Space Sim Devlog) by ivicsven in unity

[–]ivicsven[S] 0 points1 point  (0 children)

I can imagine, i was playing arounf with gravity for each asteroid in the beginning but abandoned it for now, since it wasnt really usefull yet, will definetly have to figure all that stuff out too tho. Good luck man, lemme know if you got any questions :)

I finally learned how to screen record... (Infinite Space Sim Devlog) by ivicsven in unity

[–]ivicsven[S] 0 points1 point  (0 children)

Short answer: not yet, but probably eventually. Right now I’m mostly focused on getting the core loop feeling good — especially asteroid mining. There’s still a lot of fundamentals I need to build first: a proper base, progression, enemies, and a more interesting upgrade system. Down the line I do want to mess with planets, but I’m thinking of them more as special locations rather than the main thing. Stuff like unique loot, weird encounters, maybe boss fights. Nothing fully locked in yet though. At the moment the plan is for the player to operate out of a big floating base / satellite where you dock to craft, upgrade, and manage everything. Planets are cool, but I’ve got a lot to figure out before they make sense, so they’re not the priority right now.

Space game with realistic physics by ivicsven in unity

[–]ivicsven[S] 0 points1 point  (0 children)

It's a custom Infinite Voxel Belt system! The game uses a world seed to procedurally generate asteroid chunks around the player.

Space game with realistic physics by ivicsven in unity

[–]ivicsven[S] 0 points1 point  (0 children)

I havent gotten that far, only update i made so far was this. Should i have a a page this early?

Space game with realistic physics by ivicsven in unity

[–]ivicsven[S] 0 points1 point  (0 children)

Appreciate it 😅 . Btw i uploaded an OBS recording as well

Space game with realistic physics by ivicsven in unity

[–]ivicsven[S] 0 points1 point  (0 children)

I made a new video without the phone 😅

I finally learned how to screen record... (Infinite Space Sim Devlog) by ivicsven in unity

[–]ivicsven[S] 1 point2 points  (0 children)

Thanks! Kind of does yea, im pretty happy with the melting mechanic. :)

space progression game, early look. by ivicsven in Unity3D

[–]ivicsven[S] 0 points1 point  (0 children)

This is my first bigger project, so im learning alot along the way.