Graham

Graham

@gramofcode.bsky.social

Maker of code, music, and doodles. Working on a chaotic fly in a coffee shop game called Buzzkill.

17 followers99 following37 posts

Had a lot of house projects the last week or so, but getting back into Buzzkill! Added a 'drop cam' that waits for impact and better reticle. Working on new art, looking forward to sharing that soon.

We got fly pickups and we got fly drops. Prob going into a code hole to refactor and will come out with a better system for tweaking the camera. #godot #indiedev #gamedev #indiegames

Part of the exploration will be going into objects (including people's heads) through instancing levels. Got the initial prototype of a two way 'portal tube' working to seamlessly load levels. #indiegames #godot #gamedev

Busting ass to show demo to my team so they don't all quit. Small tweaks to flying, added landing mode, basic sticking to surfaces, and ui energy bar. Moving on to pick up / drop stuff and crawling around 360 Mario Galaxy style. hashes: #indiegames #godot #gamedev #buzzkill #devlog

Took a 3 hr break from the main game to throw this idea together. Who out there as been craving to play a fly in a coffee shop going in and out of people's heads? #indiegame #indiedev #gamedev

Sometimes you've got a weird idea and you're like "sure I'll throw an hour at this" - was searching for pics of different angles of impact for impact craters and figured wth just build it. Here's junk spawning and impact testing for the pod crash level. #indiedev #gamedev #godot #godotengine

Now combine that with Godot's PackedScene.save() and you can export those junk piles and convert to environment objects. 😍 Makes scattering objects so much easier in the junkyard...hookup an array of junk mesh scenes, spawn them, knock em around, save em... #godot #godotengine #indiedev #gamedev

Clearing the board and putting tasks covering the dialogue and cutscene testing from last week as well as initial efforts towards getting animation started. Had a short week last week as well as this week but still movin and groovin. #indiedev #gamedev #godot #godotengine #bigandlittlegame

Cleared the board of 12 tasks around damage dealing, Big's jank build up, defeat (head pop) and level restart. This week I am dipping my crooked toes into the murky waters of dialogue and level design in hopes of catching a tasty morsel worth sharing. #godot #godotengine #indiedev #gamedev

Well I found some of the worst sound fx I could find and put together this combat highlight. Enjoy 👊 ~ Autolock [✔️] ~ Blocking [✔️] ~ Jank build up [✔️] ~ Too much jank = lose head [✔️] ~ Little replaces head [✔️] ~ Carry on [✔️] #godot #godotengine #indiedev #gamedev #bigandlittlegame

Very delayed board clearing this week! 15 tasks completed covering Ai behavior and combat. This week I've been working on a lot around combat and defeat states...updates soon #godot #godotengine #indiedev #gamedev

Took a day to do the foundational logic but got a basic melee charger enemy with attack cycle logic based on cooldown timers and range checks. Today I'm building out the ranged "keep distance and shoot" enemy type. 🏃🔫 #godot #godotengine #indiedev #gamedev

Clearing last weeks tasks from the board. 18 tasks complete mostly around the combination upgrade system and in-game ui. After months of platforming shiz...it's time for some combat... 🤺 #godotengine #godot #indiedev #gamedev

We got spinning, we got upgrading. We got flying cubes! Starting to look like something if you cross your eyes and stand on your head. 🙃 #godot #indiedev #gamedev

I'm going to start posting updates whenever I clear my board of tasks which is usually weekly. This week: 25 tasks in the task box. Mostly covering refactoring to more scalable systems. #godot #indiedev #gamedev

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