Big game update, smaller visual improvements: - 3D model → 2D sprite conversion via script (demo soon maybe) - Blaster SFX added, still rough / a bit unreal sounding - Not showing all gameplay updates yet, a few more tweaks first One other side quest fulfilled, new water vfx!
Timo
@thecurlydev.bsky.social
https://thecurlydev.bio.link - Chaotic Neutral - Kotlin, Android, React - Ai - 3D Printing - Hardware - Verschlimmbesserer
Testing my first pass at water ripple effects The main character now creates ripples while moving, jumping in, or running through water. Objects disturb the surface too, and bomb explosions kick up "bigger waves". Still rough, but it’s starting to feel alive.
Dev update: • Improved core gameplay • Added a new blaster for ranged combat • Moved all characters to 3D • Added an FPS mode • Started working on new level design More to come.
Some character rigging, not sure where this is going, aaah, i mean, running
playing around with a few simple god ray vfx, not sure where this is going
Dev update • Pooling fixes + less CPU from proc gen (not all heavy stuff pooled yet) • Clearer play area • Enemies react to player within grid • Sword deflects bombs • Big env improvements • Temp forest soundtrack test • No Steam Next Fest, maybe next year
Procedural level gen as Step 1 was… a choice. Currently: profiling my desperation, not my game. #Godot
Customization screen update :) #gamedev #godotengine #wildcosmos
My last update for 2025: - Tactical grid system (normal + multi attacks) - It was quite a fulfilling year: many tiny steps, many rewrites, and plenty of “almost there” moments. I didn’t finish everything I wanted, but the core idea is nearly locked in. - To 2026!
Small Dev Update: - Reworked dialogue system - Testing new scripted scenes - First level boss fight nearly done - Final polish + tighter skill-system integration next - Goal: playable private alpha by year's end #gamedev #indiedev #Godot #GodotEngine
testing some shader effect for skills selection #indiedev #GodotEngine #gamedev
Some update! 🎮 • Movement overhauled • Sword & communicator head now move in circular arcs • New sword animations + combos • New skill system approach • Mid-level boss fight almost finished • Pickable loot pops from barrels/objects #IndieDev #GodotEngine #GameDev
Game Dev Update: - Push It, Pull It, Throw It, Twist It? (, Bop It?) - Fixing sprite3D/water rendering issue #IndieDev #GodotEngine #GameDev
It’s been a while, but here’s a game dev update! - Improved level design - New trees with particle leaf effects - Fresh level textures + toon shader effects - The blocky “Minecrafty” look is gone Next up: - Performance improvements - Parallax upgrades - More sinister gameplay
Oh no, it's the unbearable Interdimensional Karen: a floating head that pops in, blocks your view & demands “to talk to the manager!”. Hilarious yet infuriating, still deciding if she stays or gets yeeted back to her own dimension. #gamedev
Between interviews and life events, I finally pinned down the menu revamp! Sleeker UI, easier visual tweaks, and a hefty "under the hood" rewrite. Graphics/UI will still evolve, but now I’m shifting to fresh level challenges, new hazards & objectives beyond enemy mobs. Onward!
Still working on re-designs, but in the meanwhile, there are walls from the earth
Not much new to show yet, but a few updates: Reworked switching between bubbly messages and dialogue. Started the story Added a key character Added a short speed boost Forgot to remove audio, oddly, it fits More redesign & gameplay tweaks coming soon
life hijacked my last 3 weeks, but I’m back in Godot 4 and knee-deep in 3D modeling the next biome. Update-bits soon again.