ByteSeb
byteseb.bsky.social
ByteSeb
@byteseb.bsky.social
Tech nerd and software developer.
Currently working on Project Shutdown: A futuristic resource management game.
You can now save and load the game!. This was harder than I expected and a huge milestone.
It supports saving the player's stats, inventory, placed structures, time, weather, status effects, ammo, tracked quests, zone and enemy status and even game settings.
#gamedev #indiedev #godot
December 16, 2025 at 9:28 PM
The title and loading screen are now functional! The game loads scenes using threads to prevent freezing.
The background and description text can be changed, so it can adapt to the current zone you were at and show those classic tips.
#gamedev #indiedev #godot
December 8, 2025 at 10:05 PM
Stress testing the game by adding 1000 buildings. It still manages to run above 100fps at 1440p.
Due to the shared materials most buildings will have and the merged meshes/collisions, the draw call count is extremely low.
#gamedev #indiedev #godot
December 6, 2025 at 10:25 PM
I've been busy working on the game's modular kit and the saves system. So far, it's been quite successful!.
I'm also thinking about starting a devlog series explaining each of the game's systems.
#gamedev #indiedev #godot
December 1, 2025 at 11:26 PM
Now you can drag and hide enemies in containers so their teammates won't see them.
The patrol pattern has been improved, allowing enemies to sometimes pick random search points and not just the closest one.
#gamedev #indiedev #godot
November 18, 2025 at 10:17 PM
I added subtle physics animations when gliding by using SpringBoneSimulator3D.
The weather system now loads the next weather type in the queue by using threads, getting rid of the stutters and making transitions seamless.
#gamedev #indiedev #godot
November 12, 2025 at 10:20 PM
I'm redesigning the map from scratch to better suit the new traversal options and other systems.
You can now glide, climb and wall jump. The animations still need some polish, but it's functional.
#gamedev #indiedev #godot
November 10, 2025 at 11:19 PM
What are your thoughts on letting the player use certain items (like pistols or throwables) while climbing? It could be useful when you're close to a window.
#gamedev #indiedev #godot
November 10, 2025 at 10:28 PM
Added fog weather. It makes it harder for enemies and CCTVs to see you.
#gamedev #indiedev #godot
November 3, 2025 at 10:31 PM
Added heavy melee attacks in my game!
#gamedev #indiedev #godot
October 30, 2025 at 11:08 PM
I'm starting to overhaul the melee combat system by not only including combos, but adding counters, dodging, blocking and heavy attacks for the player and enemies.

#gamedev #indiedev #godot
October 30, 2025 at 11:05 PM
I finally managed to unify the character animations!. Now, the player, enemies and NPCs use the same animations and skeleton profiles.
This saves a lot of work and allows swapping skins with minimal modifications.
#gamedev #indiedev #godot
October 17, 2025 at 11:08 PM
Added a basic Item Wheel with mouse and controller support.
#gamedev #indiedev #godot
October 15, 2025 at 10:06 PM
Added bullet penetration.
Each material can specify their own particles, decals, sound effects and bullet resistance values.
#gamedev #indiedev #godot
October 13, 2025 at 10:35 PM
Added volumetric clouds with the SunshineClouds2 plugin! They react to the weather and day night cycle.
#gamedev #indiedev #godot
October 8, 2025 at 10:23 PM
Implemented a weather system.
Each level has its own weather cycle and probabilities (it's less likely to rain in an arid level).
Allows specifying a random duration, particle effects, status effects, sfx, volumetrics, logic, animations and instantiating random decals.
#gamedev #indiedev #godot
October 6, 2025 at 9:13 PM
You can now hide in certain objects and enemies will retreat when they're injured (or have searched the entire area) via the closest reported entrance.

#gamedev #indiedev #godot
September 23, 2025 at 10:30 PM
Enemy AI is more reactive now.
They can steal from crates and report points of interest (like an entrance, in case they need to retreat).
They can burn if they're close to fire.
When an enemy dies, another one can see the body and will report it with the rest of the group.
#gamedev #indiedev #godot
September 16, 2025 at 10:27 PM
I'm rewriting the enemy AI to use Behavior Trees.
Enemies aren't just patrolling random places. They make sure to investigate rooms they haven't visited before.
If they hear a noise, they'll interrupt their search and investigate it.

#gamedev #indiedev #godot
September 1, 2025 at 11:05 PM
Testing NPCs. They use pathfinding and avoidance. Each one can have its own set of interactions.

#gamedev #indiedev #godot
August 20, 2025 at 10:25 PM
Experimenting with an automatic lean system.

#gamedev #indiedev #godot
August 14, 2025 at 10:58 PM
Added throwable items!

#gamedev #indiedev #godot
July 25, 2025 at 8:33 PM
Working on quick item switching.
You can select an item with the number row keys or by cycling through them with the mouse wheel.

#gamedev #indiedev #godot
July 18, 2025 at 11:25 PM