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addmorecoffee.bsky.social
addMoreCoffee
@addmorecoffee.bsky.social
Coffee enthusiast, programmer, future corpse.
My favorite form of vibe coding.
November 29, 2025 at 1:32 AM
Added a light sensor, displayed as the progress bar next to the player's stats. #Godot #IndieGameDev #SoloDev
November 18, 2025 at 12:45 AM
Playing some Dishonored 1, there are a lot of camera details that I didn’t notice when moving around. Walking backwards while standing adds a pitch modifier to look slightly down, but this doesn’t happen crouched. They also have camera roll while moving horizontally.
November 17, 2025 at 9:14 PM
(╯°□°)╯︵ ┻━┻ #Godot #IndieGameDev #GameDev #SoloDev
November 3, 2025 at 2:38 AM
Added sliding to the game as a offensive and defensive option for the player. #Godot #IndieGameDev #GameDev #SoloDev
October 29, 2025 at 4:28 PM
How much fog? Yes.
October 25, 2025 at 10:35 PM
Added headbob and spring to make movement feel more responsive and have weight. Still needs some fixes and tweaks but feels a lot better than before. #Godot #IndieGameDev #GameDev #SoloDev
October 24, 2025 at 3:29 AM
Shotgun now has added diagonal points to the pattern and added random offsets to them. Refactored a few things so that the spread component feeds in data to the pattern component. Still more to do! #Godot #IndieGameDev #SoloDev #GameDev
October 21, 2025 at 3:40 AM
Video game intros that live rent free in my head: Castlevania 3 and Rondo of Blood: youtu.be/4SJaF8no9t0?...

youtu.be/sME5_tyRbkg?...
Castlevania 3 Japanese Famicom Version
YouTube video by Robert Kreese
youtu.be
October 18, 2025 at 10:37 PM
Here's the shotgun now with a set spread pattern with minor randomized offsets. Up next is to make the pattern better and to look into shuffling of patterns or just a single pattern.
#Godot #IndieGameDev #SoloDev #GameDev
October 18, 2025 at 1:40 AM
youtube.com/shorts/riFP0...

Gonna try this approach instead for pellet spread. You define a radius, number of rings, and pellets per ring. Add some randomized x and y to breakup the pattern. This way, it’ll feel consistent for the spread radius and avoid pellets clumping up together.
How Every Game Should Make Shotgun Spread
YouTube video by Philipp Harder
youtube.com
October 16, 2025 at 7:58 PM
Weapon spread in game? Hard to get right. Shotgun pellet spread? There could be an entire college course around this. The super shotgun in Doom, Reaper’s in Overwatch and the holy saint that is the shotgun in Doom 3.

Random vs pattern vs randomized pattern. It can be overwhelming.
October 16, 2025 at 3:45 PM
As great as Neovim is as an IDE, if something goes wrong it can go very wrong. It’s one of those days of, the convenience of something like VSCode at the cost of a bloated app and telemetry or Neovim that’s lean but you’re putting your trust in open-source projects to duct tape this IDE together.
October 15, 2025 at 5:20 PM
Picked up Cultic to see how they approach combat and levels but when I kicked a shield into my hands that unleashed all the dopamine.

Cultic is an odd game, it has clear roots in boomer shooters, but there’s so many other influences that sneak through like RE that really makes it its own identity.
October 1, 2025 at 3:32 PM
Since a massive refactor of interactables is not too visually exciting, here's the updated asset for the revolver model.

Interactables are now components. When showing the UI for interact options, we find the related input action and display that. #Godot #IndieGameDev #SoloDev #IndieGame
September 30, 2025 at 4:51 AM
Rootin' Tootin' Shootin' #Godot #IndieGameDev #SoloDev #IndieGame
September 27, 2025 at 6:40 AM
Thinking on how to best implement recoil for weapons. Played some Prey (2017) to see what they’re doing did and it was pretty straightforward. Apply spread in a radius and then rotate the camera for recoil. Shotguns pull up and to the right, pistols with a slight up rotation. 1/2
September 25, 2025 at 8:01 PM
Looking into weapons and animations, re-did some UI after some findings, still plenty to do! #Godot #IndieGameDev
September 22, 2025 at 11:34 PM
Godot 4.5 added these new properties to materials that makes it WAY easier to handle first person clipping issues. #Godot #IndieGamDev
September 16, 2025 at 3:31 PM
September 15, 2025 at 1:54 AM
Ran into a happy accident while debugging. The security camera's raycast could not find the player because it was hitting a held item. Added a crate to better test this, but crates are buggy. #Godot #IndieGameDev
September 15, 2025 at 1:49 AM
Updated the security camera to a gimbal system to better manage rotations. Added a collision mask for suspicious and vision blocking layers, so the player isn't the only thing a camera may care about. #Godot #IndieGameDev #IndieDev
September 13, 2025 at 8:42 PM