DeepDarkDweller
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deep-sea.fish
DeepDarkDweller
@deep-sea.fish
Currently working on game and graphics related projects. C++, GLSL, and Godot mostly.

@AbysmalDweller on the app formerly known as Twitter

I am The Deep-Sea Fish…
Reworked the lighting again.

All of the 'lights' you see in this video are just clever shader tricks on completely unlit geometry.

This is significantly more performant than using Godot's omnidirectional lights and dynamic shadows aren't really a concern for my art style.

#solodev #indiegame
November 4, 2025 at 9:31 PM
WIP beam attacks.

After charging the attack you don't have to charge between shots if you don't miss.

It rewards precision with high damage potential.

Still working on it though, especially the VFX.

#solodev #indiedev #godot
November 3, 2025 at 6:30 PM
Better fire VFX for this creature
October 25, 2025 at 10:50 AM
Haven’t been able to touch the game for a few days but I wanted to share this thing in motion. It was supposed to be ominous but maybe it’s just silly.

It should be more unsettling when I animate the mouths to chomp and chatter and finish designing its ranged attack.

#indiedev #solodev
October 23, 2025 at 4:46 PM
Fixed the billboard particles so they work right with the 360 degree FOV.

Hardly noticeable change for some people but it was something I couldn’t overlook.
October 18, 2025 at 3:39 PM
I am currently working on a properly windowed mode with a customizable bitmap font for the people who don’t want to play games in a real terminal.
August 26, 2025 at 5:20 PM
Made a silly little roguelike in python last Friday for a “gamejam” (stress-induced mania).

Ended up being so fun that I’ve been polishing it up over the past several days. I think I’ll release it on itch.io this weekend, just because.
August 26, 2025 at 4:26 PM
August 13, 2025 at 9:51 PM
Messed up and didn’t actually post the video.

This is the point where I have to decide if I like the wavy map look
July 21, 2025 at 6:33 AM
July 20, 2025 at 8:31 AM
I am a wizard and these are my magic runes!

(Rendering in my bespoke c++ OpenGL engine)
July 17, 2025 at 3:59 PM