Timo
@thecurlydev.bsky.social
https://thecurlydev.bio.link - Chaotic Neutral - Kotlin, Android, React - Ai - 3D Printing - Hardware - Verschlimmbesserer
October 30, 2025 at 8:38 PM
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
• 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
October 26, 2025 at 11:11 PM
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
• 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
- Push It, Pull It, Throw It, Twist It? (, Bop It?)
- Fixing sprite3D/water rendering issue
#IndieDev #GodotEngine #GameDev
August 30, 2025 at 1:36 PM
Game Dev Update:
- Push It, Pull It, Throw It, Twist It? (, Bop It?)
- Fixing sprite3D/water rendering issue
#IndieDev #GodotEngine #GameDev
- Push It, Pull It, Throw It, Twist It? (, Bop It?)
- Fixing sprite3D/water rendering issue
#IndieDev #GodotEngine #GameDev
Testing Buoyancy Water Effect
August 28, 2025 at 2:23 PM
Testing Buoyancy Water Effect
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
- 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
August 26, 2025 at 9:34 AM
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
- 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
July 15, 2025 at 8:01 PM
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!
July 10, 2025 at 9:32 AM
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
June 16, 2025 at 8:16 PM
Still working on re-designs, but in the meanwhile, there are walls from the earth
apples new os design == windows aero
June 9, 2025 at 8:34 PM
apples new os design == windows aero
Spidey senses tingling...
May 29, 2025 at 1:58 PM
Spidey senses tingling...
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
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
May 29, 2025 at 1:55 PM
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
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.
May 14, 2025 at 9:21 AM
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.
Just wrapped up my @reactvienna.com talk! My threejs live demo glitched 😅, so I recorded a quick recap starring my shader sidekick, GobGob—this time the ending actually renders. (A few shader effects are not shown in the video, but you’ll get the idea!)
May 6, 2025 at 9:12 PM
Just wrapped up my @reactvienna.com talk! My threejs live demo glitched 😅, so I recorded a quick recap starring my shader sidekick, GobGob—this time the ending actually renders. (A few shader effects are not shown in the video, but you’ll get the idea!)
Reposted by Timo
Next up: @thecurlydev.bsky.social demystifying Shaders for us 🔥
May 6, 2025 at 5:58 PM
Next up: @thecurlydev.bsky.social demystifying Shaders for us 🔥
Reposted by Timo
Game dev is easy, but good game dev is really hard!
#gamedev #indiedev #gamedesign #programming #indiegames
#gamedev #indiedev #gamedesign #programming #indiegames
May 3, 2025 at 3:12 AM
Game dev is easy, but good game dev is really hard!
#gamedev #indiedev #gamedesign #programming #indiegames
#gamedev #indiedev #gamedesign #programming #indiegames
The cover might fool you, but inside is an unexpected mystery. Every time I thought the story had revealed everything, it kept unfolding with more twists. In true Japanese fashion, it dives deep into details, here, picture composition...and only comes together at the final pages.
April 27, 2025 at 5:30 PM
The cover might fool you, but inside is an unexpected mystery. Every time I thought the story had revealed everything, it kept unfolding with more twists. In true Japanese fashion, it dives deep into details, here, picture composition...and only comes together at the final pages.
testing grass with movement in it
April 17, 2025 at 2:47 PM
testing grass with movement in it
update:
.) simple box mesh grass (vs multi mesh grass, video below)
.) first iteration of a menu (probably will change completly)
.) change camera perspective to orthogonal instead of perspective
.) simple box mesh grass (vs multi mesh grass, video below)
.) first iteration of a menu (probably will change completly)
.) change camera perspective to orthogonal instead of perspective
April 12, 2025 at 9:45 PM
update:
.) simple box mesh grass (vs multi mesh grass, video below)
.) first iteration of a menu (probably will change completly)
.) change camera perspective to orthogonal instead of perspective
.) simple box mesh grass (vs multi mesh grass, video below)
.) first iteration of a menu (probably will change completly)
.) change camera perspective to orthogonal instead of perspective
Coping hard when an implementation doesn't work as expected
April 11, 2025 at 4:24 PM
Coping hard when an implementation doesn't work as expected
Give me all the features
Our first development snapshot for #GodotEngine 4.5 has arrived!
The coming of Spring (in the Northern hemisphere) has thawed the thick cover of feature freeze which held many feature PRs in stasis.
With a first harvest of ca. 400 PRs, it's time to start testing!
godotengine.org/article/dev-...
The coming of Spring (in the Northern hemisphere) has thawed the thick cover of feature freeze which held many feature PRs in stasis.
With a first harvest of ca. 400 PRs, it's time to start testing!
godotengine.org/article/dev-...
Dev snapshot: Godot 4.5 dev 1 – Godot Engine
The feature freeze has melted away—here comes the flood!
godotengine.org
March 20, 2025 at 11:16 PM
Give me all the features
i start to really like learning shader programming
March 16, 2025 at 6:05 PM
i start to really like learning shader programming
Update:
Testing a lot of new things. barrels, environment stuff, invisible walls, flying swords for melee. a not yet working grid duality mesh system for better visuals. Probably moving back to load multiple level chunks in one instead of adding/removing them on the "go"
Testing a lot of new things. barrels, environment stuff, invisible walls, flying swords for melee. a not yet working grid duality mesh system for better visuals. Probably moving back to load multiple level chunks in one instead of adding/removing them on the "go"
March 14, 2025 at 5:06 PM
Update:
Testing a lot of new things. barrels, environment stuff, invisible walls, flying swords for melee. a not yet working grid duality mesh system for better visuals. Probably moving back to load multiple level chunks in one instead of adding/removing them on the "go"
Testing a lot of new things. barrels, environment stuff, invisible walls, flying swords for melee. a not yet working grid duality mesh system for better visuals. Probably moving back to load multiple level chunks in one instead of adding/removing them on the "go"