Timo
@thecurlydev.bsky.social
https://thecurlydev.bio.link - Chaotic Neutral - Kotlin, Android, React - Ai - 3D Printing - Hardware - Verschlimmbesserer
October 30, 2025 at 8:38 PM
Some update! 🎮
• Movement overhauled
• Sword & communicator head now move in circular arcs
• New sword animations + combos
• New skill system approach
• Mid-level boss fight almost finished
• Pickable loot pops from barrels/objects
#IndieDev #GodotEngine #GameDev
• Movement overhauled
• Sword & communicator head now move in circular arcs
• New sword animations + combos
• New skill system approach
• Mid-level boss fight almost finished
• Pickable loot pops from barrels/objects
#IndieDev #GodotEngine #GameDev
October 26, 2025 at 11:11 PM
Some update! 🎮
• Movement overhauled
• Sword & communicator head now move in circular arcs
• New sword animations + combos
• New skill system approach
• Mid-level boss fight almost finished
• Pickable loot pops from barrels/objects
#IndieDev #GodotEngine #GameDev
• Movement overhauled
• Sword & communicator head now move in circular arcs
• New sword animations + combos
• New skill system approach
• Mid-level boss fight almost finished
• Pickable loot pops from barrels/objects
#IndieDev #GodotEngine #GameDev
Game Dev Update:
- Push It, Pull It, Throw It, Twist It? (, Bop It?)
- Fixing sprite3D/water rendering issue
#IndieDev #GodotEngine #GameDev
- Push It, Pull It, Throw It, Twist It? (, Bop It?)
- Fixing sprite3D/water rendering issue
#IndieDev #GodotEngine #GameDev
August 30, 2025 at 1:36 PM
Game Dev Update:
- Push It, Pull It, Throw It, Twist It? (, Bop It?)
- Fixing sprite3D/water rendering issue
#IndieDev #GodotEngine #GameDev
- Push It, Pull It, Throw It, Twist It? (, Bop It?)
- Fixing sprite3D/water rendering issue
#IndieDev #GodotEngine #GameDev
Testing Buoyancy Water Effect
August 28, 2025 at 2:23 PM
Testing Buoyancy Water Effect
It’s been a while, but here’s a game dev update!
- Improved level design
- New trees with particle leaf effects
- Fresh level textures + toon shader effects
- The blocky “Minecrafty” look is gone
Next up:
- Performance improvements
- Parallax upgrades
- More sinister gameplay
- Improved level design
- New trees with particle leaf effects
- Fresh level textures + toon shader effects
- The blocky “Minecrafty” look is gone
Next up:
- Performance improvements
- Parallax upgrades
- More sinister gameplay
August 26, 2025 at 9:34 AM
It’s been a while, but here’s a game dev update!
- Improved level design
- New trees with particle leaf effects
- Fresh level textures + toon shader effects
- The blocky “Minecrafty” look is gone
Next up:
- Performance improvements
- Parallax upgrades
- More sinister gameplay
- Improved level design
- New trees with particle leaf effects
- Fresh level textures + toon shader effects
- The blocky “Minecrafty” look is gone
Next up:
- Performance improvements
- Parallax upgrades
- More sinister gameplay
Oh no, it's the unbearable Interdimensional Karen: a floating head that pops in, blocks your view & demands “to talk to the manager!”. Hilarious yet infuriating, still deciding if she stays or gets yeeted back to her own dimension. #gamedev
July 15, 2025 at 8:01 PM
Oh no, it's the unbearable Interdimensional Karen: a floating head that pops in, blocks your view & demands “to talk to the manager!”. Hilarious yet infuriating, still deciding if she stays or gets yeeted back to her own dimension. #gamedev
Between interviews and life events, I finally pinned down the menu revamp! Sleeker UI, easier visual tweaks, and a hefty "under the hood" rewrite. Graphics/UI will still evolve, but now I’m shifting to fresh level challenges, new hazards & objectives beyond enemy mobs. Onward!
July 10, 2025 at 9:32 AM
Between interviews and life events, I finally pinned down the menu revamp! Sleeker UI, easier visual tweaks, and a hefty "under the hood" rewrite. Graphics/UI will still evolve, but now I’m shifting to fresh level challenges, new hazards & objectives beyond enemy mobs. Onward!
Still working on re-designs, but in the meanwhile, there are walls from the earth
June 16, 2025 at 8:16 PM
Still working on re-designs, but in the meanwhile, there are walls from the earth
Spidey senses tingling...
May 29, 2025 at 1:58 PM
Spidey senses tingling...
Not much new to show yet, but a few updates:
Reworked switching between bubbly messages and dialogue.
Started the story
Added a key character
Added a short speed boost
Forgot to remove audio, oddly, it fits
More redesign & gameplay tweaks coming soon
Reworked switching between bubbly messages and dialogue.
Started the story
Added a key character
Added a short speed boost
Forgot to remove audio, oddly, it fits
More redesign & gameplay tweaks coming soon
May 29, 2025 at 1:55 PM
Not much new to show yet, but a few updates:
Reworked switching between bubbly messages and dialogue.
Started the story
Added a key character
Added a short speed boost
Forgot to remove audio, oddly, it fits
More redesign & gameplay tweaks coming soon
Reworked switching between bubbly messages and dialogue.
Started the story
Added a key character
Added a short speed boost
Forgot to remove audio, oddly, it fits
More redesign & gameplay tweaks coming soon
Just wrapped up my @reactvienna.com talk! My threejs live demo glitched 😅, so I recorded a quick recap starring my shader sidekick, GobGob—this time the ending actually renders. (A few shader effects are not shown in the video, but you’ll get the idea!)
May 6, 2025 at 9:12 PM
Just wrapped up my @reactvienna.com talk! My threejs live demo glitched 😅, so I recorded a quick recap starring my shader sidekick, GobGob—this time the ending actually renders. (A few shader effects are not shown in the video, but you’ll get the idea!)
The cover might fool you, but inside is an unexpected mystery. Every time I thought the story had revealed everything, it kept unfolding with more twists. In true Japanese fashion, it dives deep into details, here, picture composition...and only comes together at the final pages.
April 27, 2025 at 5:30 PM
The cover might fool you, but inside is an unexpected mystery. Every time I thought the story had revealed everything, it kept unfolding with more twists. In true Japanese fashion, it dives deep into details, here, picture composition...and only comes together at the final pages.
testing grass with movement in it
April 17, 2025 at 2:47 PM
testing grass with movement in it
multimesh grass (not sure about performance here, but ill figure out improvements)
April 12, 2025 at 9:45 PM
multimesh grass (not sure about performance here, but ill figure out improvements)
update:
.) simple box mesh grass (vs multi mesh grass, video below)
.) first iteration of a menu (probably will change completly)
.) change camera perspective to orthogonal instead of perspective
.) simple box mesh grass (vs multi mesh grass, video below)
.) first iteration of a menu (probably will change completly)
.) change camera perspective to orthogonal instead of perspective
April 12, 2025 at 9:45 PM
update:
.) simple box mesh grass (vs multi mesh grass, video below)
.) first iteration of a menu (probably will change completly)
.) change camera perspective to orthogonal instead of perspective
.) simple box mesh grass (vs multi mesh grass, video below)
.) first iteration of a menu (probably will change completly)
.) change camera perspective to orthogonal instead of perspective
Coping hard when an implementation doesn't work as expected
April 11, 2025 at 4:24 PM
Coping hard when an implementation doesn't work as expected
just created a sprite texture image from my 3d model
March 17, 2025 at 8:26 AM
just created a sprite texture image from my 3d model
i start to really like learning shader programming
March 16, 2025 at 6:05 PM
i start to really like learning shader programming
Update:
Testing a lot of new things. barrels, environment stuff, invisible walls, flying swords for melee. a not yet working grid duality mesh system for better visuals. Probably moving back to load multiple level chunks in one instead of adding/removing them on the "go"
Testing a lot of new things. barrels, environment stuff, invisible walls, flying swords for melee. a not yet working grid duality mesh system for better visuals. Probably moving back to load multiple level chunks in one instead of adding/removing them on the "go"
March 14, 2025 at 5:06 PM
Update:
Testing a lot of new things. barrels, environment stuff, invisible walls, flying swords for melee. a not yet working grid duality mesh system for better visuals. Probably moving back to load multiple level chunks in one instead of adding/removing them on the "go"
Testing a lot of new things. barrels, environment stuff, invisible walls, flying swords for melee. a not yet working grid duality mesh system for better visuals. Probably moving back to load multiple level chunks in one instead of adding/removing them on the "go"
The sunny weather inspires me, lets do some simple environment effects
March 3, 2025 at 12:11 PM
The sunny weather inspires me, lets do some simple environment effects
My exploding barrels look like cake
February 27, 2025 at 7:43 PM
My exploding barrels look like cake