sAm
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samdrawngame.bsky.social
sAm
@samdrawngame.bsky.social
Sam, late 20s, they/them | Digital artist, hobbyist game dev making stuff for the fun of it. | Minors DNI

Tools: Godot, ClipStudioPaint, Blender
Languages: GDScript, C#

https://page-by-sam.neocities.org/

🇫🇮
Shoutout to the Editor Background plugin by Nukiloco for Godot 4.1 and up.
I adore stuff that allows me to extend software customizability like this.
November 25, 2025 at 2:12 AM
Really cool that, if you have Doki Theme or some other background image adding plugin installed for Visual Studio, you can define your own image.
November 25, 2025 at 1:49 AM
That's the level 1 camera path set up.
#sAm_art
November 24, 2025 at 10:17 PM
Almost like a level up in here.
November 24, 2025 at 1:06 AM
Grass.
#sAm_art
November 23, 2025 at 11:36 PM
The magical childhood moment when my favorite Donald Duck comics villain Phantom Blot had a whole episode about him in House of Mouse.
And later in DuckTales 2017.
Which lead me to find out that he was in the original DuckTales too.
November 23, 2025 at 5:48 PM
Level entry cutscene code test
#sAm_art
November 22, 2025 at 6:03 PM
Things done tonight:
- made Aku-Aku a global autoload, meaning there's only 1 mask entity present in the whole game at a time that's controlled by the level script on scene enter
- placed more crates in level 1
November 21, 2025 at 10:23 PM
Further polished thoughts and colors on evil Coco and Crash.
#sAm_art
November 21, 2025 at 8:13 PM
I really like the kind of tropical plants I see grown indoors and referenced in Crash 4's concept art.
#sAm_art
November 21, 2025 at 6:54 PM
Got a bit interested in what I could do and still have the game export and run fine to remain comfortably bellow 1GB build size.

Things I learned:
- glb files that you only import resources from can be excluded
- you can define excluded file types
- you can uncheck engine features you don't use
November 20, 2025 at 10:18 PM
November 20, 2025 at 7:34 PM
Twinsanity Woods end chunk thoughts and musings about who to populate it with.
#sAm_art
November 20, 2025 at 7:00 PM
"Oh I'm such a clever developer, this will cause people who struggle to keep jump pressed while moving so many headaches when they attemp the 0 box run-"

#sAm_art
November 19, 2025 at 10:20 PM
Need to draw my OCs more before I forget how.
Rudy Wallaroo

#sAm_art
November 19, 2025 at 6:04 PM
Here's the code for those who want it.
This is written in a script that extends PathFollow3D and the code in first image is ran in the _process function.

Some slight back and forth still remains at noticable upwards curve points, but other than that it is FAR more accurate now.
November 19, 2025 at 3:38 PM
Further camera improvements.
If you've watched any of the previous footage, you might have noticed how the camera moves back and forth on the path if you jump.
This was due to inaccurate player follow path object code, that I've rewritten after observing PhantomCamera's code.

#sAm_art
November 19, 2025 at 3:36 PM
Screw it.
November 19, 2025 at 4:46 AM
Should this stay in?
You don't really gain anything from being able to get up there, it just feels quirky.
Unless I put a life or three there, idk.

#sAm_art
November 19, 2025 at 4:40 AM
New river textures. Still need to do the foam texture sheets and set up the planes they get animated on, but it's about looking like a river.

#sAm_art
November 18, 2025 at 11:02 PM
Some other stuff I got done:
- imported more finished props for TW level
- rewrote the player prefs system to use a config file instead of a resource, so it's easier to read and edit for players if need be
November 17, 2025 at 11:49 PM
Twinsanity Woods progress, chunk 1-3.

#sAm_art
November 17, 2025 at 10:51 PM
November 17, 2025 at 8:09 PM
Adjusted the level 1 whitebox layout and camera related paths today.
Average level design session view.

#sAm_art
November 17, 2025 at 1:16 AM
Basically this inside wherever you want to handle the movement of a secondary look at target. I put this inside the same code that moves the PathFollow node following the player.
November 16, 2025 at 3:11 AM