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
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
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
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
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
November 18, 2025 at 11:08 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
Starting to feel better
November 17, 2025 at 7:53 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
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
November 16, 2025 at 8:20 AM
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
Made a very basic environment knock up with csg shapes in godot based on some armoured core 4 object dimensions. That big box in the distance is supposed to represent the spirit of Motherwill boss.

For reference the orange bar is 15 meters tall and the orange box next to it is 1 meter tall
November 15, 2025 at 6:21 AM
Armoured core
November 14, 2025 at 9:32 AM
I do not envy people who are just starting trying to learn how to draw.

I just spent several hours doing an art study only to realise when I went to try and find the source to credit it that it was a filter. How do you find references nowadays?

Here it is anyway 😞

#art #illustration
November 10, 2025 at 5:11 AM
Recently made a zombie girl character for a roleplaying game. I found a picture online but realised it was probably generated so I decided to make my own version of it.

Very rough especially the hair and I’m trying to mimic the arcane look instead of my usual style

#illustration #oc #art
November 10, 2025 at 1:32 AM
lmao what am I doing?

Trying to do this in 3D with sprites is a fucking pain.
Why are there no good fake3D isometric solutions already out there? This is so bizarre.

Is it possible to display voxels as sprites?

#GodotEngine #Isometric
October 31, 2025 at 8:28 AM
Ya gurl tried her hand at procedural generation for the first time.

I’m pretty happy with it and it was weirdly very easy to do? I always thought it would be super difficult.

This is done in Godot using tilemap layers which… are not intended for this purpose. I need a new solution.
October 31, 2025 at 1:23 AM
I have been known to draw women
October 5, 2025 at 9:28 PM
Made an aussie godot symbol for the australian godot devs server.

I've also placed one in berlin and am working on one in london
August 13, 2025 at 6:43 AM
Recently been doing axonometric species re-sprites for one of the tall-wall #SpaceStation14 codebases.

Really like how these look compared to the original ones.
If you know you know.

#PixelArt #ss14 #GameDev
July 21, 2025 at 5:55 AM