Skelekore
sidedcore.bsky.social
Skelekore
@sidedcore.bsky.social
Professional modder and breaker of stuff, software developer in test
UK based
No AI
Simple job display ready to implement.. now I just need to figure out a good way to map the destinations to the game world
September 30, 2025 at 2:47 AM
More tweaking with the WeaponManager, item pickup goes to HotbarManager, fills the first empty slot then tells the WeaponManager to stop all current actions, set the mesh and position changes.

Now it also shows an empty mesh when no item and display a little icon :)
#gamedev #godot
September 9, 2025 at 4:31 PM
Managed to get the welder/weapon setup. Uses resources to manage everything. Bit janky with the setup so I will refine later #gamedev #godot
September 7, 2025 at 8:35 PM
Oops forgot I should be posting gamedev stuff. Been tweaking my interaction systems and got a "horror interact note thing" setup
September 3, 2025 at 11:15 PM
Linked it to my existing interaction stuff, can change camera when activated and added/hooked up signals to my doors - I'm having a lot of fun with this
#godot #indiedev #screenshotsaturday #immersion
June 22, 2025 at 2:55 PM
My content might not be as polished as other developers but I'm having fun experimenting and making stuff
Basically using Bluesky as a chaotic devlog at this point 😁
#godot #gamedev #indiedev
June 20, 2025 at 11:43 PM
Always wondered how to do a 3D keypad that supports manually entering the code.
So messing around in #godot and managed to get this basic version configured - buttons can have different values assigned (the 5 is a 4) but this could be expanded so much more
June 20, 2025 at 8:47 PM
OH ok thats how I make the enemy move based on a sine wave and rotate it to the players position + move at the correct speed. This has literally taken me a week of trying different methods - i am so bad at this lol
May 4, 2025 at 7:46 PM
Think ive coded my enemy movement... correctly? Boing boing boing.. correct gif this time
May 2, 2025 at 9:40 AM
So I removed the "body_entered" connection and it now works but doesnt detect enemies until the first pulse.
April 21, 2025 at 8:04 PM
Idea was to create an "Aura" which would pulse and deal damage to enemies within range, using a timer and "get_overlapping_bodies"
But it was always damaging the enemy twice, apparently also triggering "body_entered" aswell.
April 21, 2025 at 7:52 PM
Managed to get my game *playable. First project I've not abandoned after hitting a wall or procrastinated from

*all placeholder art, UI doesnt scale very well, only 1 "playable" character, only 1 "level" but fuck it we ball

#gamedev #indiedev
April 9, 2025 at 9:13 PM
Juicy damage hit numbers, needs a little more work but im happy with how its taking shape

#godot #godotengine #gamedev #indiedev
April 9, 2025 at 4:21 PM
Made enemy spawning wave based and it can easily be modified via custom resources, quite happy with the result too. Next to work on different pattern types, spawn positions and modifications to the enemy movement
#indiedev #godot #gamedev #godotengine #screenshotsaturday
March 22, 2025 at 11:03 PM