Satellite Moss 🍉
satellitemoss.bsky.social
Satellite Moss 🍉
@satellitemoss.bsky.social
Developer + technical artist
Not sure if I'll keep this
October 30, 2025 at 7:27 PM
Added working elevators, roofs and turning off occluding dungeon layers. Really love the way the camera frames each map cell. Thinking about how to handle occluding southern walls, whether to pivot the camera overhead, stencil, or remove them when the character is inside a building #godot
October 30, 2025 at 2:37 PM
Initial work in separating dungeon layers to isolate them from the rest of map #godot
October 29, 2025 at 5:02 PM
Some camera work, that is an average of all neighboring map cells based on player position in the current map cell #godot
October 29, 2025 at 5:02 PM
Visualizing map traversal #godot #gamedev #procgen
October 27, 2025 at 6:28 PM
Part randomization, not a huge amount of parts to work with yet. I'm thinking each part will be weighted by a certain set of character affinities and traits: alignment, class, race, and acquired quirks. #godot
September 17, 2025 at 4:54 PM
Working out some random recoloring based on possible moral alignment #godot #gamedev #indiegames #solodev
September 16, 2025 at 6:31 PM
beards #godot
September 15, 2025 at 4:49 PM
✏️ #godot
September 10, 2025 at 5:52 PM
Wanted to try another shader pass this time inspired by FFT cutscenes, in anticipation of it's new release later this month. Would love to see that game get the full treatment someday #godot #fft #gamedev
September 8, 2025 at 7:40 PM
Results of experimenting with different bone setups, seems like most games handle spring bone enabled cloth equipment with a single rig rather than having a separate skeleton per equipment piece attached via bone attachments. Some bones will just exist without use depending on equipment #Godot
September 5, 2025 at 3:58 PM
Floppy mage hat 🧙 I'm now instantiating separate skeletons/spring bone simulators that are attached with bone_modifiers, making the accessories more self contained. I think can extend the spring bone collision class to reference an external skeleton. #godot
August 25, 2025 at 5:03 PM
apple cape #godot
August 22, 2025 at 7:27 PM
Character design is a bit goofy, I've been adding additional bones for things like tails, hair, and skirts. I like how the skirt turned out, spring bones and collisions drive it. Should be able to do a cape next. All this made in #Godot 🙂
August 22, 2025 at 3:27 PM
Have a nice system for adding bones to existing skeletons extending BoneAttachment, been working on some swappable cosmetics. Automated placing footstep sounds and somewhat decent way of marking swing / windup / recovery windows using motion curve data. #godot
August 20, 2025 at 7:18 PM
Down the confusing the rabbit hole that are graphs and GraphEdit again. Wanting a better way of constraining the random generation ex. one set of generated values could influence another. I didn't realize how easy it is to use the drag and drop functionality of controls even editor ones #Godot
July 24, 2025 at 3:10 PM
July 21, 2025 at 3:54 PM
Commiting a lot of sins with this character model but making progress on redesigning them #godot
July 16, 2025 at 5:35 PM
Made a new node type and inspector plugin that lets me randomize any property. This will be useful for some simple procgen setups, and hopefully with some carefully set and tight ranges have some good generation for props and characters. #godot #procgen
July 15, 2025 at 2:36 PM