shadecore_dev

@shadecore.bsky.social

Indie game developer. Check out my game at: https://shadecore-dev.itch.io/realmshade Newgrounds: https://shadecoredev.newgrounds.com/ My shaders for Godot: https://godotshaders.com/author/shadecore_dev Github: https://github.com/shadecoredev

I love ways to augment items in games, so I created one in mine. Blade oils let you convert damage into ailments. However, their uses go far beyond blades. Turning ice into fire? I'll let it slide, as long as holding four combo pieces makes numbers go up. #gamedev

Got carried away with implementing the enemy system and forgot to post the progress. I added enemy spawning, sounds, aggro and attack damage. I'm going to work on missing enemy animations next. For example, death and different types of attacks. #gamedev

Continuing to work on the weapons. I finally got rid of all the glitches caused by aiming at objects point-blank. Planning to add an SMG and a bolt-action rifle and then move on to implementing the enemy hordes into the world. #gamedev

I was remaking the title screen and decided to add a white beam. When leaving the game I saw a bug where the material color remained as it was during gameplay. It gave me an idea to read the time from the save file and set color intentionally and it worked perfectly. So bugs are not always bad.

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A rain effect I'm working on. It's a post-processing shader that adds rain puddles on all horizontal surfaces and has screen space reflections with ripples. It turned out even better than I imagined. I'll share the shader code soon. #gamedev

Started experimenting with adding a height to the terrain and saw unexpected "blocky" results. Ended up on an adventure of digging source code, building engine from source, and writing a C++ GDExtension. All just to change a noise output from 8 bit float to 32. Was worth it though. #gamedev #godot

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