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scarzehd

@scarzehd.itch.io

Game developer, in theory. Currently working on source_control. they/them

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08.11.2024
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Latest posts by scarzehd @scarzehd.itch.io

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Finally, source_control's first enemy model is more or less complete. It still needs textures, though.

#indiegame #gamedev #godot #blender

09.03.2026 19:49 ๐Ÿ‘ 13 ๐Ÿ” 3 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Seeing the stonks guy move is uncanny.

08.03.2026 22:45 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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WIP enemy model for my #indiegame. This is probably the worst 3D model I've ever made, so I guess it's only uphill from here?

08.03.2026 16:54 ๐Ÿ‘ 3 ๐Ÿ” 1 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

At its core, an inventory is just a dictionary that maps slot IDs to Items. What an Item is depends entirely on your game. There's really no need to include that in an engine.

07.03.2026 05:24 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

If your idea of an inventory system is just Minecraft, then that's simple enough that you could probably code it in a couple of hours max. I think it would be a strange thing to include in an engine, though. It makes more sense just to leave it as an add-on.

07.03.2026 05:21 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Blocks for Babies is the first boomer shooter to innovate in the hand-holding space. There's a lot more to talk about too, but that's your tease ;)

Wishlist for more:
store.steampowered.com/app/2776770/Blocks_for_Babies/

#TeaseYaGame #gamedev

07.03.2026 00:48 ๐Ÿ‘ 51 ๐Ÿ” 18 ๐Ÿ’ฌ 3 ๐Ÿ“Œ 0

I want to be clear about this early on. None of my games will ever use generative AI for assets, code, ideas, or anything else. 100% of my games are and will always be human-made.

06.03.2026 19:44 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

I looked at a few other posts on your profile. They all have this weird melty, blurry grid. Some of these could be JPEG compression, but a few of them are way too strong for that.

06.03.2026 03:16 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

The contrast and colors also feel a bit like AI.

06.03.2026 03:13 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Did you upscale this strangely? Your pixels don't align to a clean grid.

06.03.2026 03:12 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Some decent progress on Bobi's character model!

Not bad for my first 3d model, I'd say! ๐Ÿ˜Ž

#Blender | #Art | #IndieGame | #GameDev | #ใƒ‰ใƒƒใƒˆ็ตต

05.03.2026 15:25 ๐Ÿ‘ 46 ๐Ÿ” 5 ๐Ÿ’ฌ 3 ๐Ÿ“Œ 0

Amazing, very nice. Now let's see the topology.

05.03.2026 15:38 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

I also have to specify enemy placements and spawn chances at different Firewall levels. That means I need to make sure the level is appropriately balanced for the amount of skill I expect at each of the 11 Firewall levels.

05.03.2026 15:35 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

source_control presents an interesting level design challenge. Every tile needs to be its own self-contained, modular challenge with doors in the same place. They also need to fit into one of several discrete size categories.

#gamedev #indiegame

05.03.2026 15:34 ๐Ÿ‘ 6 ๐Ÿ” 3 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

I can see how constrained spaces in a third person platformers could be an issue. I often find third person platformers uncomfortable to play so it's not really my area of expertise.

05.03.2026 02:07 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

For example, in Celeste, wavedashes can make you move very, very fast without all that much effort. But if you do them without thinking, you'll die 90% of the time.

05.03.2026 01:04 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Some platformers are made by starting with a mostly open level and then blocking in the obstacles. That's where I think you'll run into issues. If you instead start with a mostly closed off level and carve in paths, I think a high maximum movement speed works well.

05.03.2026 01:03 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

I like the idea of allowing fast movement but punishing using it sloppily. You can move at mach fuck if you want, but you better be prepared to dodge everything moving *towards* you at mach fuck.

05.03.2026 00:40 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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The multiple endings of our game EXPLAINED! Be a legendary live performer, top the radio charts, or reach celebrity status by having the most fans! Which one will you choose?

Wishlist link in bio!

#lifesim #rhythmgame #indiegame #gamedev #indiedev #indiegamedev #musicgame #indiemusic #videogames

04.03.2026 23:21 ๐Ÿ‘ 5 ๐Ÿ” 3 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Terminal velocity update!

Entry/exit animations for the level are implemented.

And it keeps being fun to see how nice things of this game are in fullhd :)

#gamedev #remake

04.03.2026 23:27 ๐Ÿ‘ 28 ๐Ÿ” 7 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

A lot of game engines probably have community-made libraries for it, though. Not sure how well they'd work for more interesting inventory systems, though.

04.03.2026 19:40 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Saving and loading data is pretty generic. Inventory systems are often very game-specific, so it's hard to write a tool that covers all the use cases without being absurdly complex and bloated.

04.03.2026 19:38 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0

Today's song recommendation.

Stranded Lullaby - Miracle Musical.

Calm, tranquil, almost ethereal. Very underrated in the Tally Hall community.

04.03.2026 15:01 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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There's something kinda relaxing about doing optimization passes in #Unity3d.

Went from 16 FPS to 90, and 12,000 draw calls to 1,900 by combining meshes, cleaning up this shader-level flight sim effect, and doing some manual culling since Unity's occlusion culling isn't cooperating.

#indiegame

04.03.2026 14:46 ๐Ÿ‘ 6 ๐Ÿ” 2 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

People already hated the AI. Now you're going to make them pay a subscription? Is Microsoft suicidal?

04.03.2026 14:45 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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"Subscription based"

04.03.2026 14:44 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Dev snapshot: Godot 4.7 dev 2 โ€“ Godot Engine Let us cook!

Order up! The second development snapshot for #GodotEngine 4.7 is served! ๐Ÿฒ

Copy/paste support for section/category properties, 64-bit WebAssembly, Apple HDR support, and more are ready for testing; get it while it's hot!

godotengine.org/article/dev-...

03.03.2026 23:16 ๐Ÿ‘ 309 ๐Ÿ” 47 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 5

And the spitter with Markiplier, the hunter with Michael Jackson, the smoker with Walter White, the charger with Minos Prime, and the tank with a Gigachad. All with associated voice lines.

04.03.2026 14:33 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0

This is why left 4 dead 2 is better with mods. I replaced the boomer with a cacodemon.

04.03.2026 14:32 ๐Ÿ‘ 4 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

So far, it's good. Defining enemy spawn chances at different Firewall levels is mildly scuffed since I can't use a dictionary like I usually do, but it's better than using CSGBoxes in Godot.

#gamedev #indiedev #godot

04.03.2026 14:22 ๐Ÿ‘ 9 ๐Ÿ” 2 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0