fragskye 🆕 That's Not A Deer
fragskye.bsky.social
fragskye 🆕 That's Not A Deer
@fragskye.bsky.social
video game??? video game!!!
That's Not A Deer

A game about fending off cryptids from your cabin in the woods, inspired by FNAF and I'm On Observation Duty - made in 5 days for Jamsepticeye

▶️ fragskye.itch.io/thats-not-a-...

#godot #gamedev
October 10, 2025 at 10:50 PM
August 28, 2025 at 5:28 PM
big scope, big team... #GMTKJam #godot
July 31, 2025 at 11:33 AM
Depth-based pixelation effect WIP #godot #gamedev
June 30, 2025 at 5:42 PM
Godot Hack: How to get 6x faster omni lights! #godot #godotengine
June 27, 2025 at 7:48 PM
Out now: Our first ever entry in #GodotWildJam!

The Overbreak Report is a stealth horror game where you can see ghosts through walls. Make your escape from a haunted mine with a lantern that reveals secrets better left forgotten.

▶️ fragskye.itch.io/the-overbrea...

#godot #gamedev
June 22, 2025 at 5:46 PM
horror game for #godotwildjam with our team of 3 is coming along nicely :) #godot #gamedev
June 20, 2025 at 11:35 AM
If this is playing baseball the wrong way then why does it feel so RIGHT #UNBEATABLE
April 19, 2025 at 9:56 PM
Small update - our game has a web build now! I wasn't sure it was possible, but I got it working with minimal compromises on the graphics (no other post-jam changes)

⬇️ ⬇️ ⬇️
ldjam.com/events/ludum...
fragskye.itch.io/treats-for-c...
#ldjam #gamedev #godot
April 9, 2025 at 9:13 AM
Our entry for Ludum Dare 57 went up earlier!

It's a game about throwing car batteries into the ocean.

Inspired by the feeling of playing Mario Party minigames by yourself, play alongside 3 CPUs and enjoy the physics sim!

ldjam.com/events/ludum...
fragskye.itch.io/treats-for-c...

#gamedev #godot
April 8, 2025 at 6:02 AM
I figured out a way to differentiate the lights with the limited set of built-ins. Here's 3 lights, all casting pixel-perfect ray-traced shadows at the same time. IEEE-754 my beloved #godot #gamedev
April 1, 2025 at 4:33 AM
Currently I build the BVH for every mesh on startup but it's a Resource which can totally be saved to disk, I just need to decide on a workflow that isn't annoying. I implemented point and spot lights after the first video was posted :)
March 31, 2025 at 12:40 PM
All GDScript using a pre-opaque compositor effect. I render my ray tracing to an off-screen buffer that serves as a mask of 1 = light, 0 = shadow, and in every material's light() function, sample it at SCREEN_UV and multiply ATTENUATION by it. That means it's compatible with built-in effects!
March 31, 2025 at 12:40 PM
Making progress on a plugin for pixel-perfect ray-traced shadows in Godot :) Hoping to make it as drop-in as possible, minimal jank so it can be used in an actual project

#godot #gamedev
March 30, 2025 at 9:27 PM
i spent like 8 hours trying to figure out what was wrong with my code and it turned out the ray-triangle intersection epsilon was 1e-6 and it needed to be more like 1e-8 😀
March 30, 2025 at 8:16 PM
low light video post-process effect 🎥🌙

had a few ideas after watching Jacob Geller's "Fear of Dark" #gamedev #unity3d
March 26, 2025 at 6:48 PM
problem: godot's volumetric fog takes too long doing a bunch of lighting calculations i don't want
solution: make my own volumetric fog :)
just some basic raymarching with a simplified lighting equation
#gamedev
March 24, 2025 at 1:06 PM
I made a quick little trailer for my WHEELJAM submission, Grimoire of Oblivion!

Collect pages - Build wheel - Fight demon

▶️ fragskye.itch.io/grimoire-of-...

#godot #gamedev
March 23, 2025 at 12:55 AM
i'm getting a liiittle bit lazy with some of the assets that show up in later sections but that's okay because i added sound which means this is officially a Game™ #godot #gamedev
March 19, 2025 at 11:35 AM
i don't want to 3d model any more but there's work to be done
March 18, 2025 at 9:49 AM
i would like to get a tutorial in by the end of the jam but if there's no time then hopefully this big score explainer will help #godot #gamedev
March 18, 2025 at 9:46 AM
status report: there is now half of a city block among other things
March 17, 2025 at 1:05 PM
coloring the scene using a single palette texture and uv mapping, but with the gimmick that i'm sampling planar mapped value noise to offset those UVs! so when the palette is made out of gradients, or has lines of other colors in it, you get those as little speckles here and there. free detail!
March 16, 2025 at 9:15 AM
it's 2 AM and i just remembered horror games are scary even if you're the one making them #godot #gamedev
March 16, 2025 at 9:03 AM
the game is starting to game. the wheel is starting to wheel. i've worked on enough UI and mechanics, i deserve to do some art and level design next, as a treat #godot #gamedev
March 16, 2025 at 4:05 AM