dgbaumgart
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dgbaumgart.bsky.social
dgbaumgart
@dgbaumgart.bsky.social
artist, game designer, art director, writer, independent game developer, he/him
working in games since 2007
formerly Gaslamp Games, currently mostly Starsector

https://www.dgbaumgart.com/
https://dgbaumgart.itch.io/
Oh, right. Thanks, me.
November 28, 2025 at 8:18 PM
OK, we're good now. The turnip works.

(Save-then-load blew up, but we'll get to that.)
November 28, 2025 at 8:02 PM
dev:
- made prettier next turn widget
- added Well Fed status so if a goblin EATS during an interaction, they can skip the snax cost of turn upkeep. (There's a whole 'food clock' mechanic to add time/resource pressure.)
- fixed minor gameload error
- cleaned up unused data reqs in some script calls
November 22, 2025 at 9:35 PM
In Fun Art Land, I've been working on finishing up this swamp painting, which is where the goblins live. Because it's sticky and stinky?
November 14, 2025 at 4:58 PM
Goblin Friday!

Look: it says "Continue Last Game" at the top of the main menu and the button *works* (at this point,) with the one save slot.

(... Except for map fog and character status effects. Sorting those out.)

Also: untangled a lot of turn state and UI state logic for save/load, whew.
November 14, 2025 at 4:55 PM
That was pretty easy. Some of these locations are still too close together though so I'm going to have to do a lot more nudging.

The more labourious part is now redoing interaction scripts for two sides of the bridge. (And for the future: allowing NPCs to navigate over the "blocked" connection.)
November 9, 2025 at 5:05 PM
Problem: I want crossing the guarded bridge to be an Interesting Problem. If its a single location I have to do a bunch of hax to track which side a character approached from to not let them traverse w/o.. yet more hax.

So I think I need to split the bridge into two locations.
Time to redraw!
November 8, 2025 at 9:22 PM
More waterfall! I think I'll leave it there.
November 7, 2025 at 11:51 PM
I do have one art thing to show off: started an illustration for the waterfall location. This is a second take on the composition because the first one I did can only be described as "ultra boring".

(Can you go behind the waterfall? Probably.)
November 7, 2025 at 7:07 PM
Writing new Starsector story things: There's always room for Finlay Siyavong to show up!

(And yes, you can also bring this to Arroyo if you want to give him a headache.)
November 4, 2025 at 10:01 PM
Shediac, New Brunswick is wild y'all.

(I know, wrong colour.)
September 28, 2025 at 11:45 PM
I don't like drawing horses... but I think I'm OK with these.
Gotta mess with scale a bit to fit 'em into the 128x128 box.

(I feel like there are people who are really into horses who can knock this stuff out off-the-dome. I am not one of those people.)
September 27, 2025 at 7:14 PM
I released an update to my icon pack "Food, Spices, & Drinks"! Added 12 icons people requested in the comments over the past year or so.

dgbaumgart.itch.io/icons-food-s...
September 22, 2025 at 8:15 PM
Also hey, my friend Sean is looking for work! He's a 3D environmental artist, and we worked together back in the day at Gaslamp Games.

www.artstation.com/merrigore
September 17, 2025 at 5:23 PM
testing new Starsector content at the minimum supported screen resolution
September 17, 2025 at 4:16 PM
Goblin Friday!

I'm amazed at how quickly this came together. Was feeling stressed & bummed about lots of other stuff (largely water leak in house related), but - dang! It works!

'Course it needs a bunch more Maths and tooltips and data save/load. Nonetheless, wow!

(Godot is nice, also, btw.)
September 5, 2025 at 7:39 PM
Wormsy has a coconut in her inventory!!!

(An item slot flagged "inventory" in a UI layout containing a UID which refers to an item instance connected to an item type data entry which pulls data from a CSV file which contains the icon sprite name pulled from the image loader to... you get the idea.)
August 30, 2025 at 9:06 PM
Anyway, looks like it's from a drainpipe shared by the building so that means the building's insurance covers it. Yay!
August 29, 2025 at 6:44 PM
Goblin Friday!

(Last week was off for camping.)
(And this week, mostly stressing out about another leak coming through the ceiling, but-)

Putting together the framework for a slot-based inventory system. I love these; always have, and always will.

Pictured: Kreeee wielding a coconut on his head.
August 29, 2025 at 4:21 PM
And while we're here, it's always fun to find an opportunity to write a little bit of Baird-being-mean-to-the-player for the next update.
August 19, 2025 at 8:20 PM
Goblin Friday!

Coming back after a week off (camping!)
Fresh perspective: wrote some documentation & specs for features I've been putting off (inventory/items + "human alarm").

Feedback makes me want to get all the mechanics in working together, however placeholdery. So I'm working on that a bit!
August 15, 2025 at 3:33 PM
Oh man, I did it!

Rules/scripts fire off all in the same frame unless there's any wait-for condition, in which case it waits for that condition to resolve, then picks up execution where it left off.

Total control over execution timing has revealed some bugs and jank - good! Time to clean it up...
August 3, 2025 at 4:21 PM
Goblin Friday!

A couple days ago I sent a couple builds to a couple people for feedback.

Doing this made me realize how inadequate the basic "infrastructure" is - quit, menu state, pause/continue, turn state transitions. So I'm doing a pass through those.

Maybe even save/load, if we're lucky?
August 1, 2025 at 7:11 PM
Alright, it's coming together!
Here's the portrait for said character with Starsector-brand Wonky Space Lighting.
July 30, 2025 at 12:43 PM
Not quite *that* hardcore - we went to Lac Écho in Réserve faunique Papineau-Labelle. Gorgeous lake, and surprisingly good infrastructure in the campground. We skipped the first day due to thunderstorms so only did one night; going to have to get back there if we can.
July 27, 2025 at 9:01 PM