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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
(╯°□°)╯︵ ┻━┻ #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
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
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
The recoil is just a direction, starting and max recoil. Room for improvement for sure, but pretty happy with how it turned out after a refactor.
September 27, 2025 at 7:00 AM
Rootin' Tootin' Shootin' #Godot #IndieGameDev #SoloDev #IndieGame
September 27, 2025 at 6:40 AM
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
Looking into enemy AI and decided a security camera would be a good starting point for vision detection. #Godot #indiegamedev
September 12, 2025 at 2:12 AM
Taking a break from interactables and added sprinting and exhaustion. #Godot #IndieGameDev
September 9, 2025 at 11:27 PM
Need to solve intractable’s inputs based on context. If I pickup an item with the ‘F’ key, I would also like to drop it with the same input. But what if a button also uses ‘F’, who gets priority?

Also, changed mantling’s position lerp with tweens for better control of positioning. #Godot #IndieDev
August 26, 2025 at 12:09 AM
Added a hold to activate an interactable object. Idea being to display multiple actions on an object. Such as, eat the food or add it to the inventory, peek vs opening a door, etc. #Godot #IndieGameDev
August 15, 2025 at 5:40 AM
August 14, 2025 at 2:43 PM
Experimenting with the interactable system to see its weak points, in the meantime, a snack. #Godot #IndieGameDev
August 14, 2025 at 4:41 AM
Been tinkering with an FPS controller inspired by immersive sims like Prey (2017) and Dishonored. Really happy with how it is working in Godot. #Godot #IndieGameDev #imsim
August 14, 2025 at 2:06 AM
Huh…
July 4, 2025 at 5:12 PM