Studio Fae-Wilds
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studio-faewilds.bsky.social
Studio Fae-Wilds
@studio-faewilds.bsky.social
Illustrator and worldbuilder turned passionate newbie game-dev.

Learning netcode. Big dreams, limited resources.

I do not represent Godot.
My opinions are my own.
English/日本語
#IndieGameDev #Godot #Illustration
Guys I’m afraid I may be a tad eepy
December 5, 2025 at 2:40 PM
End of week 3 update:

I've continued working on assets and am now in the cleanup stages of exporting the mech model pieces and preparing them for use in game. Things are still very messy right now and I'm not quite happy with it.
December 4, 2025 at 3:13 PM
Reposted by Studio Fae-Wilds
we're working on a WAY NICER way to showcase all the games built using Yarn Spinner, so if you haven't already told us then please tell us about your game...

indie, hobby, pro, released, unreleased... whatever.. we want to know... please?

www.yarnspinner.dev/tell-us
Tell Us About Your Project | Yarn Spinner
Share your Yarn Spinner project with us
www.yarnspinner.dev
December 4, 2025 at 5:02 AM
Godot is probably the most fun I’ve ever had in a creative program especially in a programming context.

The license of Godot means anybody can use it even if they’re from a sanctioned impoverished nation and won’t ask for a cut while doing it.

It’s worth supporting for that reason.
This has been a great year for the engine, but there are still a lot of things we would love to do.

If each person visiting our website donated €5, we could hire 5 more developers to work on Godot full-time.

👉 fund.godotengine.org
December 2, 2025 at 9:39 PM
Anja is a close friend of mine and I said I wanted to help out somehow, so she's posted this for me to repost.

If you have anything to spare take a look and help her out.
Hi all, link to my medical gofundme. Unfortunately liver failing and I have limited time left, and any support would be appreciated. gofund.me/db80f2012
December 1, 2025 at 8:48 AM
I almost feel like I should buy a couple mech model kits just to get a better feel for the way people do the joints and little detailed spots.
December 1, 2025 at 5:36 AM
Week 3 day 1:

Starting to feel like I'm getting the feel of this a bit more. Haven't got a head or arms for this one yet but I'm feeling confident about starting to understand.

Even still these are very heavily based on (but not perfect recreations of) armoured core parts. I'll design my own soon.
November 29, 2025 at 8:33 AM
Reposted by Studio Fae-Wilds
[observing someone’s obsessive passion project] wow i really like whatever’s wrong with that guy
November 28, 2025 at 11:40 PM
End of week 2:

I've been making slow and steady progress. A lot of that progress has been researching level design, modelling, collecting and importing assets and tweaking the in game lighting and terrain macro-noise

Getting closer to a player model so I can start on anims and IK.

#IndieGameDev
November 27, 2025 at 9:06 AM
At the end of my first week making my mech game I decided I needed a bunch of reference and inspiration material so I followed some mecha artist lists. There's a line from the hellsing ultimate abridged series "bitches love cannons" and I can confirm.

I am infact bitches, and I *do* love cannons.
November 26, 2025 at 3:37 AM
One of the biggest blockers of me being productive on my game is adding something new, placing it in a scene and going "wow, that's so pretty"

If I have no idea what I'm doing, Godot can certainly look a lot better than this.

#GodotEngine #Godot #IndieGameDev
November 25, 2025 at 1:57 PM
Week 2 day 4 part 2: volumetric clouds and asset creation.

I’ve been working on creating some basic models I figure I’ll be using all the time as practice for the mech pieces themselves.

I’ve also been toying with volumetric clouds using the sunshine and clouds plugin.

#IndieGameDev #Godot
November 24, 2025 at 12:54 PM
Week 2 day 4: NetCode refactor is going well. The player now uses a state machine to handle movement logic and all the important parts are synchronised to the other players.

This is a test with 600ms and about 10% simulated packet loss. (This is for my fellow Aussies)

#GodotEngine #IndieGameDev
November 24, 2025 at 12:52 PM
I have no idea how hard surface modeling people do inner details. I admire people for whom this is their thing quite a lot.
November 23, 2025 at 6:24 AM
Coming up on a week now I’m going to reduce my update frequency to a primarily week based basis. So day 7: week 1:

Today I worked on fixing my implementation of netfox again. I’ve not used it so there’s tons to learn and progress is slow, but this will improve multiplayer a lot later on
November 20, 2025 at 5:55 AM
Day 6: started refactoring netcode using netfox. Nothing to show yet as everything is very buggy and I'm learning the new plugin. Also a busy RL day today.

Will show more tomorrow hopefully
November 19, 2025 at 12:55 PM
I hated musicals as a kid but now into my adulthood I’m becoming a musical fiend and the only thing I have to say about it is: damn they did mr mistoffelees dirty in the movie didn’t they
November 18, 2025 at 9:57 PM
Day 5.5: Fixed the multiplayer camera slipping and rotational syncing issues.

"It's over Anakin, I have the high ground"
Right: POV The high ground
November 18, 2025 at 3:01 PM
Day 5: added the buggiest worst multiplayer ever.

The camera is being very funky and some stuff isn’t syncing properly but it’s getting closer and closer!

Will try to fix this tomorrow. Also added a pause and main menu too, but they’re early and unimpressive.

#GodotEngine #IndieGameDev
November 18, 2025 at 9:34 AM
day 4.5: Building model tweaked, a new road texture and new csg mockup for the apartment block.

The scale still feels wrong. Think I need to need to do more research into the way games like AC6 scale their environments

I really need to make some basic buildings and textures to fill out scenes more
November 17, 2025 at 7:34 AM
Reposted by Studio Fae-Wilds
Jacket done.

#CherubDev #UE5
November 17, 2025 at 2:48 AM
Day 4: Trying out some plugins.

Using Terrain3D and Godot Road Generator currently.
The roads don't have proper textures yet so they look very mottled to put it lightly but that'll be fixed eventually when I make custom road pieces and textures for the plugin to use.

#GodotEngine #IndieGameDev
November 17, 2025 at 1:56 AM
day 3.5: figuring out lighting.

Think tomorrow I'll work more on the building models and learning about the Blender -> Godot import workflow.
November 16, 2025 at 1:04 PM
Day 3: mocked up some rough buildings (the doors are currently like 3 meters tall so I need to redo them) and added a boost system that recharges faster on the ground and can be "overdrawn" resulting in a cooldown period.
November 16, 2025 at 8:19 AM