lasoeter skatsa
Laysoeter, v. to play (as in a videogame)
Skatsa, n. writing tool (from pen to IDE)
Space Exploration Game
Game Roadmap
Play Rasd Fastwalker League in your browser
Special Thanks to Loren Schmidt for the amazing Comanche renderer approach with overhangs, and for so many ideas about procedural generation
Tooling
𓆝 X-PixMap WorkBench
(Special thanks to Tea Reggi for making and sharing the original workbench)
𓐍 Planetary Climate Workbench
(Uses ExoPlaSim for terrestrials and magIC for gas giants, though I may “fake out” the gas giants in the end)
𓏲 Nebula Workbench
(Based heavily on Don Juan Javier’s Nebula Gen)
Interiors Workbench
Explore interior volumes, rooms, and spatial layouts in the browser.
Lore
𓍰 Marain Dictionary
(Mirror and extension of The original Marain dictionary)
𓆱 Culture Ulterior Timeline
(References Culture Fandom Wiki for the main canonical timeline)
HYLIG GUHNAYMERE ANONG
Gamedev Progress
Notes and screenshots from the development of Rasd Fastwalker League. These posts are rendered at build time from the site’s existing Bluesky archive—no live embeds or browser-side feed scripts.
Thanks Itinera for letting me borrow your incredible music f…
Thanks Itinera for letting me borrow your incredible music for my game intro. Idegen is followed by Kör. Demo at chipchirp.digital/rfl #rasdFastwalkerLeague #indiegamedev #fangames
Only cloud shells looks pretty cool inside the gas dwarf
Only cloud shells looks pretty cool inside the gas dwarf #rasdFastwalkerLeague
Thinking about multi-environment general systems vehicles
Thinking about multi-environment general systems vehicles #rasdFastwalkerLeague
Aurora being added in again:
Aurora being added in again: #rasdFastwalkerLeague
A new playtest for your consideration:
A new playtest for your consideration: chipchirp.digital/rfl #rasdFastwalkerLeague (animations are stupid rough, the initial load is slow, interiors are WIP and hopefully correctly stripped out, and idk if multiplayer even works in the browser version, but anyway)
Polygonal jetstream: whee! 😵💫
Polygonal jetstream: whee! 😵💫 #rasdFastwalkerLeague
Trying to help myself validate scale with canon and common f…
Trying to help myself validate scale with canon and common fan understanding, or to make properly informed mistakes, I made mapfight for systems vehicles. Behold: Delaware versus GSV Sleeper Service (Second chart from: www.deviantart.com/art/Culture-…) #rasdFastwalkerLeague
My hallways are boring straight lines rn but i have some ide…
My hallways are boring straight lines rn but i have some ideas to add procedural randomness. Basically the large community structures are embedded under the GSV deckplates. Next, I gotta work out constraints to make clusters of quarters or side-hangars up to General Bay scale....
Looping around Codure, at its true scale!
Looping around Codure, at its true scale! It takes just under four and and a half minutes for me to get from sunset to to sunrise, which over 10 million kilometers is 133 million kph, or 12% the speed of light. #rasdFastWalkerLeague Need to work out mach cone and hypersonic ef...
First GSV has a name now: Watering The Garden
First GSV has a name now: Watering The Garden #rasdFastwalkerLeague
Test flight around GSV.
Test flight around GSV. Things need fixing still (plate terraij too simple, clouds are currently fixed, but its got a nice sense of scale and ability to manually or autopilot to a spot. I need to think up more greeblies. #rasdFastwalkerLeague
Rework branch of space-mode is performing better than I expe…
Rework branch of space-mode is performing better than I expected. Features: +velocity vector/antivector +auto flight +better descent into surface mode +solar surface animation (heightmap and layers pending) -surface backend swap pending -that or idk rework surface mode #rasdFa...
Bad news: I might be moving away from Comanche-style renderi…
Bad news: I might be moving away from Comanche-style rendering. Good news: I might be moving away from Comanche-style rendering. +Volumetric clouds -uglier near-surface rn +60 fps +Uses climate workbench to: ++ procedurally generate the planet surface & ++ weather pattern ...
Bad news: I might be moving away from Comanche-style renderi…
Bad news: I might be moving away from Comanche-style rendering. Good news: I might be moving away from Comanche-style rendering. +Volumetric clouds -uglier near-surface rn +60 fps +Uses climate workbench to: ++ procedurally generate the planet surface & ++ weather pattern ...
Hand mocap is challenge. But I was curious how much could be…
Hand mocap is challenge. But I was curious how much could be done with mediapipe and was impressed. MediaPipe has free hand tracking stuff, but I must be doing something wrong because it can detect palms great but turn my hand around and the output goes inside out cryptkeeper ...
The inconsistent hulling kills the Homomda:
The inconsistent hulling kills the Homomda: #rasdFastwalkerLeague 70% sure i need to revisit the 3D/sprites, and 30% sure the part-segmenter is borked for tripedal body plan. Homomda may require proper octahedral impostors ig
