Jan Orszulik Profile Banner
Jan Orszulik Profile
Jan Orszulik

@JanOrszulik

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Developer of #Precursor . #Indiedev working on various projects.

Česká republika
Joined April 2014
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@JanOrszulik
Jan Orszulik
2 years
I am getting slightly optimistic, this might just work #Precursor #pixelart #gamedev #indiedev
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@JanOrszulik
Jan Orszulik
2 years
While refactoring and optimizing atmosphere rendering I've improved accuracy of atmosphere raymarch and to balance it out I've hooked up one parameter for artistic control to increase variability between zones. #Precursor #pixelart #indiedev #indiegame #screenshotsaturday
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@JanOrszulik
Jan Orszulik
11 months
Enemy vehicles can sometimes be repurposed to as extra ammunition. #Precursor #pixelart #gamedev #indiedev
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@JanOrszulik
Jan Orszulik
2 years
I *think* I've kinda overdid it with debris... #Precursor #gamedev #indiedev #pixelart
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@JanOrszulik
Jan Orszulik
2 years
After watching quite a lot of footage I've concluded that lightning intensity change is tied to positional change as lightning "searches" and connect through clouds. So here have some storm above city. #Precursor #pixelart #gamedev #indiegames #indiegame
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@JanOrszulik
Jan Orszulik
1 year
Doing a quick pass on building damage visualization, especially focusing on lower intensity, large scale damage from shockwaves (the core of the explosion is ignored here). Glass is now destroyed more easily than other materials. #pixelart #indiegame #indiedev
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@JanOrszulik
Jan Orszulik
3 years
Some more work on deciduous trees #monogame #pixelart #gamedev #indiedev
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@JanOrszulik
Jan Orszulik
9 months
Siege emitters in Anti fortress configuration are quite efficient against buildings (and later on against underground structures once I implement them). However due slow tracking and fire rate they are less than optimal in many other situations. #Precursor #pixelart #gamedev
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@JanOrszulik
Jan Orszulik
3 years
Apart from bug causing spontaneous combustion of building's corners, this is going somewhere #Precursor #gamedev #indiedev #pixelart #monogame
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@JanOrszulik
Jan Orszulik
1 year
More or less finished version of Burst emitter. Next up I have to polish and finish some things/prototypes. #pixelart #gamedev #indiedev #indiegame
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@JanOrszulik
Jan Orszulik
1 year
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@JanOrszulik
Jan Orszulik
1 year
Energy shields, instead of deflecting incoming projectiles, disintegrate them. Explosions get dissipated. All energy signatures are evaluated, which generates counter strike tokens (WIP name). They will be used for various abilities #pixelart #vfx #gamedev #indiedev #indiegame
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@JanOrszulik
Jan Orszulik
1 year
This is very WIP but I have flight to catch and I wanted to post something. Infiltrator Burst emitter, finished version during next week. #Precursor #pixelart #gamedev #indiedev
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@JanOrszulik
Jan Orszulik
3 years
Oukay, raycasting seems to work fine, moving on, few more things on To Do. #Precursor #monogame #gamedev #indiedev #pixelart #screenshotsaturday
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@JanOrszulik
Jan Orszulik
3 years
Oh right... friction and stuff. My bad, fixing. #Precursor #monogame #gamedev #indiedev #pixelart
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@JanOrszulik
Jan Orszulik
1 year
Kinetic barriers act as a smooth, hard surface, causing projectiles to ricochet. Directional focus improves it further and pretty much turns it into a deflector as long as the projectile doesn't explode on impact. #screenshotsaturday #pixelart #gamedev #indiegame #pcgaming
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@JanOrszulik
Jan Orszulik
1 year
This will do. High intensity damage should now be resolved properly. I had to fix a few things, polish a few others and while at it, I added a few more details. #pixelart #indiegames
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@JanOrszulik
Jan Orszulik
3 years
So, last one, because I finally figured it out, after approx three days, I now know how to make and render trees that meshes well with the current graphic style, that does not produce too much visual noise, and can easily be made and shaped #pixelart #monogame #gamedev #indiedev
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@JanOrszulik
Jan Orszulik
7 months
Trees can now lose leaves to shockwaves. I have to finish a few things (like tree stumps). Then we will take a look at something more fun, like a new energy type and the first set of related modules and abilities. #gamedev #indiedev #indiegame #pixelart
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@JanOrszulik
Jan Orszulik
9 months
Sentinel P1, first weapon developed and deployed by Western bloc as response to alien encounter. #Precursor #indiegame #indiedev #pixelart
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@JanOrszulik
Jan Orszulik
3 years
Integration progress, few things still missing, but getting there #Precursor #pixelart #monogame #gamedev #indiedev
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@JanOrszulik
Jan Orszulik
3 years
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@JanOrszulik
Jan Orszulik
3 years
First round of working on deciduous trees, will continue tomorrow. #Precursor #monogame #gamedev #indiedev #pixelart
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@JanOrszulik
Jan Orszulik
3 years
Are you guys going to forgive me if this foreground grass will jitter a bit during vertical camera movement? #monogame #pixelart #indiedev
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@JanOrszulik
Jan Orszulik
1 year
With amount of available modern methods this is almost offensively primitive, but hey.. if it works. #pixelart #vfx #indiedev
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@JanOrszulik
Jan Orszulik
2 years
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@JanOrszulik
Jan Orszulik
7 months
This is most likely going to be my last post before Christmas, so I wish you a Merry Christmas. May the days ahead bring a brighter future. #pixelart #indiegame #Christmas
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@JanOrszulik
Jan Orszulik
7 months
I am working on something that should be done later today, but in meantime here is unrelated "behind the scene" G-buffer - Diffuse only during explosion (so you can't even explosion as that's different pass, but you can see the impact) #pixelart #gamedev #indiedev #indiegame
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@JanOrszulik
Jan Orszulik
2 years
More on clouds, I am going to call it close enough for now and move to atmosphere itself and then do another pass on clouds, then weather generator and then one more pass. #Precursor #pixelart #gamedev #indiedev
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@JanOrszulik
Jan Orszulik
3 years
Since I can now generate assets for smoke with "normal map" quite easily, I've used it to revisit some of the fire and smoke effects. #precursor #monogame #gamedev #indiedev
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@JanOrszulik
Jan Orszulik
3 years
Appreciate your local farmers, you never know when something like this happens #Precursor #pixelart #monogame #games #indiedev
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@JanOrszulik
Jan Orszulik
2 years
I've completely rewrote bloom postprocessing. It can now "catch" single pixel details while wide radius is softer than before. Secret ingredient is one upscale step, finding local maximum (3x3) and then downscaling. #Precursor #pixelart #indiedev #indiegame #screenshotsaturday
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@JanOrszulik
Jan Orszulik
2 years
Working on pulse projectiles and compute particles with vector fields #Precursor #screenshotsaturday #pixelart #gamedev #indiedev #sharpDX
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@JanOrszulik
Jan Orszulik
1 year
I like the previous one slightly more, but I need several visually distinctive variants, so let's keep it at least for now. #pixelart #gamedev #indiedev #indiegames
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@JanOrszulik
Jan Orszulik
7 months
Happy New Year from Precursor #pixelart #indiegame #indiedev
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@JanOrszulik
Jan Orszulik
2 years
Quick stab at clouds shadows. (Atmosphere sim is sped up considerably, so it can seem slightly wonky, don't worry about it too much, also occluding clouds are mostly outside of view). Also it forced me to fix one inaccuracy, yay #Precursor #pixelart #gamedev #indiedev #IndieGame
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@JanOrszulik
Jan Orszulik
11 months
Trying to activate an ability/module that's on cooldown now pulses remaining time next to the cursor. I also made some icons, cleaned up some code, and implemented one robust ability/gui system. #Precursor #pixelart #gamedev #indiegame
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@JanOrszulik
Jan Orszulik
3 years
Alright, close enough, time to revisit terrain. If everything goes well, I might start integrating new techniques back into main project by the end of the week. #Precursor #pixelart #monogame #gamedev #indiedev
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@JanOrszulik
Jan Orszulik
1 year
How I feel regarding drama about damn Blue check while all I want are sharper gifs/videos -> Anyway, beam overhaul is still very much WIP, but getting somewhere.
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@JanOrszulik
Jan Orszulik
2 years
Finishing system that lets me save/load complete state of weather sim. Next step, pass on weather sim to readd all cloud types and add data for precipitation. #precursor #pixelart #indiegames #IndieDevs #gamedevelopment
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@JanOrszulik
Jan Orszulik
1 year
Finished shield collapse/activation effects, at least for energy shield. Note: Infiltrators can technically use shields, but they are better as armor tanked. #pixelart #gamedev #indiedev #indiegame
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@JanOrszulik
Jan Orszulik
1 year
Re-enabled zones of influence and making some improvements, humans once again react to UFO presence and actions. #gamedev #indiedev #pixelart #screenshotsaturday
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@JanOrszulik
Jan Orszulik
2 years
New system for hulls in, working on interior gui overlay (also new targeting system, but more about that later) #Precursor #gamedev #indiedev #pixelart
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@JanOrszulik
Jan Orszulik
1 year
Minor change to ember/ash particles (actually any particle that has off center rotation). Center offset kicks in over short duration, which lets me spawn them at exact pixel, so here they match little humans when getting disintegrated. #pixelart #indiegame
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@JanOrszulik
Jan Orszulik
9 months
Type-5s, first siege hull, specialized at breaking unbreakable. Within next two days we will take a look at some new tools that comes with this class. #Precursor #gamedev #indiedev #indiegame
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@JanOrszulik
Jan Orszulik
11 months
Testing some action bar "buttons". I will make icons for individual modules/abilities soon. #pixelart #gamedev #indiedev #precursor
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@JanOrszulik
Jan Orszulik
2 years
Ok, particles with vector fields and matching distortion is winning combination for trails, I am satisfied with result. Next on the list: Buff / Debuff system #Precursor #Pixelart #gamedev #indiedev
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@JanOrszulik
Jan Orszulik
2 years
Buses! Dropping off people at bus stops. Also traffic now obey speed limits according to area type (slowing when entering city, village, etc). Also also all vehicle assets reworked to be at correct scale (+/- pixel) #Precursor #pixelart #gamedev #indiedev #indiegame
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@JanOrszulik
Jan Orszulik
6 months
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@JanOrszulik
Jan Orszulik
3 months
Lot of work done on deployment system. So how is this going to work (since there are few changes compared to the original plan, but I believe it's a massive improvement). Depending on the number of your active bays, you can deploy multiple ships to different places, travel time
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@JanOrszulik
Jan Orszulik
10 months
Just wanted to destroy something and perfectly fair fight between tier 1 units vs tier 3 ship seemed fine. Back to work on orbit view. #Precursor #pixelart #indiegame
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@JanOrszulik
Jan Orszulik
2 years
Compute Ribbon particles. This is one extra option that wont hurt to have. I am quite happy with my solution, tho there is one thing that needs bit of polish. #Precursor #SharpDX #Pixelart #gamedev #indiedev
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@JanOrszulik
Jan Orszulik
1 year
Quick break from twitter break because I am pretty much done with radial distortions and I am fairly satisfied with the result. #Precursor #pixelart #indiegames #indiegaming #gamedev #indiedev
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@JanOrszulik
Jan Orszulik
3 years
This is super "placeholdery/wip" but I am just tired at this point of the day and messing around with what I got so far. #Precursor #monogame #pixelart #indiedev #gamedev
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@JanOrszulik
Jan Orszulik
7 months
This is, of course, wip, but let's see how it goes. Trees near the game plane are going to be destructible. There were multiple ways to approach it, including simple softbody simulation, however, I've decided to stick with the hybrid approach. Most of the heavy lifting is done
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@JanOrszulik
Jan Orszulik
24 days
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@JanOrszulik
Jan Orszulik
8 months
Enough with GUI/equipment for a while, back to surface. #Precursor #pixelart #gamedev #indiedev
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@JanOrszulik
Jan Orszulik
1 year
Type-2A is possibly my favorite, but there isn't much to choose from so far. However, that will change over time. #Precursor #pixelart #gamedev #indiegames #indiedev #UFOs
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@JanOrszulik
Jan Orszulik
3 months
Quick test of the new damage model (and reason why I needed combat text for debugging). There is quite a lot to unpack, if you won't read this, I won't blame you. Armor penetration is now a thing, and AP/APHE projectiles can exist. A new module system is in place, module shapes
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@JanOrszulik
Jan Orszulik
1 year
Prototyping some tech for Energy beam rendering, which is most likely going to be theme of follow up week as well. I didn't expect to use Hull and Domain shader stages in pixel art game, yet here we are. #pixelat #vfx #indiegame
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@JanOrszulik
Jan Orszulik
1 year
"Any sufficiently advanced technology is indistinguishable from magic." - Arthur C. Clarke #pixelart #vfx
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@JanOrszulik
Jan Orszulik
1 year
Some chill campsite and short term roadmap, that will happen in random order: Finishing hull Type-3A 4th Plasma Core ability - 1st advanced field manipulation module Some new environment assets (foreground) #gamedev #indiegame #indiedev #pixelart
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@JanOrszulik
Jan Orszulik
3 years
Alright, the last one on this topic as I think I now have all individual parts working, so I am going to be making assets for next few days, replacing current 2D terrain tiles with 3D ones. #Precursor #gamedev #pixelart #indiedev #monogame
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@JanOrszulik
Jan Orszulik
2 years
Just chillin and checking how are little humans doing during foggy evening. #Precursor #gamedev #pixelart #indiedev #indiedev
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@JanOrszulik
Jan Orszulik
2 years
Not much, simple, primitive.. and yet, this is going to be lot of fun to work with #Precursor #pixelart #gamedev #indiedev
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@JanOrszulik
Jan Orszulik
9 months
Things still unfinished but it can wait for later. Anyway, crafting new hulls is going to require significant resource and time investments, it can take from several ingame days up to few weeks to build something like this (equipment not included). #Precursor #pixelart
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@JanOrszulik
Jan Orszulik
2 years
I know I've overdid it with force here, but it wont stop me from having fun #Precursor #gamedev #indiedev #pixelart
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@JanOrszulik
Jan Orszulik
1 year
Not my fault! Some projectile types can now ricochet from hard smooth surfaces and cause collateral damage (also finished lot of related projectile/collision stuff) #Precursor #pixelart #indiegame #gamedev #indiedev
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@JanOrszulik
Jan Orszulik
1 year
I was doing bit of an overhaul for planes (unifying them with rest of physics) and to make sure Ai will be fine flying them I've implemented simple player controller to test it. #pixelart #screenshotsaturday #gamedev #indiedev
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@JanOrszulik
Jan Orszulik
10 months
Real life scale is just a suggestion anyway.
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@JanOrszulik
Jan Orszulik
3 months
@UtaHarakeshi
Uta Harakeshi
3 months
@JanOrszulik This looks incredible. The trees, grass, mist, clouds, lightning, fire, cars, projectiles ricocheting... very impressive. Those are people running around?
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@JanOrszulik
Jan Orszulik
8 months
Type-5s now has missile bays in 2x4 configuration, two loaders each. Missiles can now also have hybrid trails. Launcher tubes can now have specified launch direction allowing designs that launch underneath. Shockwave force somehow got out of whack and will be toned down. Hooked
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@JanOrszulik
Jan Orszulik
2 years
Some more work on atmosphere and weather in general. #Precursor #pixelart #screenshotsaturday #gamedev #indiedev
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@JanOrszulik
Jan Orszulik
8 months
As promised, here is a short walk-through on how dissolve shader for trees works. Since this isn't an ideal platform for tutorials, I will keep it really short. Consider it a general concept, it's simple anyway. 🧵 #indiedev #gamedev #pixelart
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@JanOrszulik
Jan Orszulik
11 months
So far so good (one minor defeat but I can live with that). #Precursor #gamedev #indiedev #indiegame
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@JanOrszulik
Jan Orszulik
1 year
Super primitive but fairly efficient and effective starfield. Later on I will grab real position data for ~6k most visible stars and bash that in. #Precursor #pixelart #gamedev #indiedev #indiegames
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@JanOrszulik
Jan Orszulik
3 years
Quick texturing of #pixelart Barn in tool I've made #indiedev #gamedev #monogame
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@JanOrszulik
Jan Orszulik
1 year
The storm is clearing, and sun is rising. Due to popular request and extensive research of the market, I've decided to remove all violence and hostilities from Precursor. Rebranding it as a peaceful farming simulator. #pixelart #screenshotsaturday #indiedev #indiegame #gaming
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@JanOrszulik
Jan Orszulik
3 years
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@JanOrszulik
Jan Orszulik
3 years
Finished prefab system, added Motels to suburbs / rural zones. Also added suburbs rural zones... #Precursor #screenshotsaturday #monogame #gamedev #indiedev #pixelart
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@JanOrszulik
Jan Orszulik
10 months
Regions go brrr, short thread about underlying approach in comments🧵 #gamedev #indiedev #indiegame
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@JanOrszulik
Jan Orszulik
1 year
Third Plasma Core ability - Plasma spike, consume all counter strike charges (displayed at aim crosshair, max 4, generated by various sources). Per charge firing projectile piercing up to 2 targets, applying plasma burn debuff. #screenshotsaturday #vfx #gamedev #indiedev
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@JanOrszulik
Jan Orszulik
4 years
All digital distribution stores should start displaying the price of a product as the actual price of product + store's rev share cut. So people can see how much they are actually paying for the game and how much they are paying for downloading and purchasing from the store.
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@JanOrszulik
Jan Orszulik
5 months
Collapse/Activation effect for Kinetic barrier, I had to take break from GUI. #screenshotsaturday #pixelart #indiegame
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@JanOrszulik
Jan Orszulik
2 years
Reworking radiation fog, haze, etc.. still lot of work, just wanted to show current state of things. #Precursor #pixelart #gamedev #indiedev #indiegame
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@JanOrszulik
Jan Orszulik
1 year
Alright, I can work with this. Testing barrier response effect. #pixelart #gamedev #indiedev #indiegames
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@JanOrszulik
Jan Orszulik
2 months
Small trivial change: I've replaced randomly generated star field with real positions of about 9k most visible stars. Orientation is most likely wrong but I will look into that later. #Precursor #gamedev #indiedev #indiegame
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@JanOrszulik
Jan Orszulik
1 year
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@JanOrszulik
Jan Orszulik
1 year
First Plasma Core activated module done. Good old "Consume damage over time debuff, cause boom". #Precursor #screenshotsaturday #pixelart #indiegame #gamedev
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@JanOrszulik
Jan Orszulik
4 months
I am not a big fan of Combat Text outside of MMORPGs, however I am going to need it for what I am about to start testing, at least in a dev environment (and I have several ideas how to include it in the game in a way that would make sense). #pixelart #indiegame #gamedev
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@JanOrszulik
Jan Orszulik
6 months
I hooked up the precipitation system to weather data, so here is another "timelapse". #Precursor #indiegame #gamedev #pixelart
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@JanOrszulik
Jan Orszulik
3 years
Small change that let me spawn some particles within and outside of building, I think I like this split way more than spawning all of them outside. It's not so "flashy" but to me it feels way more grounded, interesting and realistic (ratio might change). #Pixelart #monogame
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@JanOrszulik
Jan Orszulik
1 year
On the one hand I don't think these fire rate settings are correct, but on the other, I am glad to see that my particle systems, lighting system, and performance in general are doing pretty well. #gamedev #pixelart #indiedev
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@JanOrszulik
Jan Orszulik
1 year
Type-5i (Heavy Infiltrator), first advanced hull. We will take look at specific features and bonuses of this class later on. Size comparison to previous hulls in comments. #Precursor #pixelart #indiedev #gamedev #indiegame
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@JanOrszulik
Jan Orszulik
8 months
Snow - step 4 Snow volume now respects the waterline. I've spent some time getting bit of the "glitter" effect caused by snow crystals, but I've concluded that it generates too much noise at this resolution. #pixelart #indiegame #gamedev
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@JanOrszulik
Jan Orszulik
3 years
Finishing some minor tuning on foreground rendering and for some reason I thought this is fun bit to show #pixelart #precursor #indiedev #gamedev
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@JanOrszulik
Jan Orszulik
2 years
Nothing particularly new, just playing with particle system after long day. Lot of new stuff coming soon tho, very soon #Precursor #Pixelart #gamedev #indiedev #SharpDx
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