here's the data used to create this dialogue. speaker data among others contain references to available animations, listing animation frames in order alongside the frame time, and followed by behaviour after it has finished playing (switch to the default animation, switch to a specific one, or loop)
02.03.2026 22:25
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i've been working on this prototype for a while; i'm not aiming for it to become an actual game at the moment, moreso just having fun. here's a little showcase of a completely data-driven dialogue system, including in-line triggers and data-based animations
#gamedev #solodev #indiegame #godot
02.03.2026 22:25
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i didn't want to plaster the whole game-screen in the exact tone the player picked, so i took the hue, shifted it based on the element's greyscale value, and wrapped it around. now there's a bit of variation!
25.02.2026 23:02
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my favourite part of Kosmik is the exhaust hue slider that affects the colour of a lot of game elements, from UI to objects. interestingly, because Godot doesn't really allow you to apply materials to UI sub-parts, i had to write my own slider-fill implementation
#gamedev #solodev #indiegame #godot
25.02.2026 22:58
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i'll try to post some interesting behind-the-scenes details for this one soon-ish
23.02.2026 08:00
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Kosmik by Cheatcode to Joy
Dodging space junk like a pro.
what better time is there to post about my game jam entry than half a year later, and in the morning hours? this one was inspired by the board game Galaxy Trucker, and you can play it for free in your browser :)
cheatcodetojoy.itch.io/kosmik
#gamedev #solodev #indiegame #godot
23.02.2026 07:59
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CLIKR by Samuel Salo, rosehairedsheep, XRVIDENX, val, rs_sakuras, Deleeth
A survival shooter in an electronic body horror world.
better late than never! i worked on a little shooter game earlier this year (took care of UI and audio stuff). give it a shot if you feel like it :) samuel-salo.itch.io/clikr
#gamedev #indiegame #unity
23.07.2025 17:07
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at this rate youβll be a pro in no time!
29.06.2025 10:59
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Brosfight by rosehairedsheep, rs_sakuras, Hipitsu, abysska, HunterElu
A turn-based battler where you're the villain!
i have been quite silent on here, but thatβs because i was developing a jam-style game with a few folks! six people, four weeks. iβll be uploading the soundtrack to youtube at a later date! :) rosehairedsheep.itch.io/brosfight
(i miss godot a lot)
#gamedev #indiegame #unity
03.04.2025 07:51
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this system is streamlined enough that i could easily create the entire settings menu dynamically without having to manually drag modules in, and the only reason i don't is because i want to have a degree of control over what it looks like. i'm really happy with it!! :) (9/9)
01.02.2025 15:46
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adding a new setting to the game takes these steps:
1) add name and default value to the default config
2) add a localisation entry
3) add the appropriate type of module to a settings section
4) fill in the module string ID in the editor (and allowed values for complex modules)
5) profit!!
(8/9)
01.02.2025 15:46
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config: this part is dependent on what module we're dealing with, so each type has custom code. here's the one for checkboxes for example! the config handler takes care of sanitisation, and will not break the game or save a non-valid config if the ID is wrong (7/9)
01.02.2025 15:46
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the localisation file formats all module names as SETTINGS_{SectionID}_{ModuleID}, making it easily automatable (6/9)
01.02.2025 15:46
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localisation: godot localises most labels/strings upon initialisation, but needs a push when the locale changes during a node's existence. i connect each module to a signal i emit whenever i change a setting. this does result in some unnecessary calls, but it makes adding settings MUCH easier (5/9)
01.02.2025 15:46
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all modules reside within container-based scenes called sections, which correspond to the individual sections in the config file. this will make the menus look organised while also allowing me to fetch the section name for interaction with the config and localisations (4/9)
01.02.2025 15:46
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here comes the fancy stuff, the settings menu! it works quite simply on a one-variable basis; adding a setting to the menu involves slapping in a pre-made module and giving it an appropriate string ID. it will automatically fetch localisation, config, and change the config upon interaction (3/9)
01.02.2025 15:46
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the system handles two separate .cfg files, a default one stored inside the project and a custom one in the user folder. both are loaded at start, but the custom one is only filled with lines overwriting the default one, not a full copy. this helps with futureproofing a lot! (2/9)
01.02.2025 15:46
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this #screenshotsaturday needs an explanation. i love making systems, and i've been at work implementing an easy-to-expand one for configs. i'm very happy with the results so far, so let's look under the hood!! (1/9)
#gamedev #solodev #indiegame #godot
01.02.2025 15:46
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that's gorgeous!!
21.01.2025 13:13
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it depends, for a game with a lot of small instances of damage (hack&slash, action rpg...), i would consider 4 or 13, for one with a few instances (turn-based...) i'd test out 1 or 6. i would even consider combining them, with a tame style for small hits and a flashy one for a special attack or crit
21.01.2025 13:10
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i've been putting off learning 3D modelling for this project, but i got something done. it probably won't end up in the final project, i'm anticipating some future issues with animation due to the setup, but it's a decent first step!
#gamedev #solodev #indiegame #godot #screenshotsaturday #lowpoly
11.01.2025 18:27
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hi, iβm a czech dev, would love to get added!
07.01.2025 02:42
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this has me quite stumped... for the past month or so, Flight Of Fancy has had *exactly* one view from Reddit on most days, quite consistently, even though my post over there has long been buried. i don't know what's going on, but honestly, it's very funny to me
#gamedev
05.01.2025 14:36
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i've taken a bit of a break over the holidays, but we're back! :) this time i have added an Undo Turn functionality as well as a lot of under-the-hood work, a localisation system, debug console, all that fun stuff
#gamedev #solodev #indiegame #godot #screenshotsaturday
04.01.2025 15:56
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OST - YouTube
no screenshot saturday today, but i wanted to share some music i made for a prototype we worked on for the past few weeks :)
the prototype is playable here: rosehairedsheep.itch.io/magebound
the OST can be found here: www.youtube.com/playlist?lis...
#gamedev #indiegame #unity
21.12.2024 21:40
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i have mostly been working on music for a different project this week, but i did find a bit of time to start on some procedurally generated sheep models :)
#gamedev #solodev #indiegame #godot #screenshotsaturday #lowpoly
14.12.2024 17:53
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wrapping up week two of development, the game loop is now (in principle) fully playable :)
#gamedev #solodev #indiegame #godot #screenshotsaturday
07.12.2024 13:41
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hey! :) i'm making an ordered list of the blocks, then setting up a tween for each block, first applying an interval that gets progressively longer for each, and then tweening the position. here's the relevant code! TimeDelay increases with each block, Distance and FallTime are constant
30.11.2024 18:23
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thank you!! the game's called A Hard Dairy's Work, and it's gonna be a turn-based puzzle game about herding farm animals :)
30.11.2024 14:41
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