@chrissmithgamedev.itch.io
Artist, Programmer, Dungeon Master #solodev #indiedev #indiegames #indiegamedev #gamedev #godot #godotengine #blender3d #canadianartist Check out the demo for my game: https://chrissmithgamedev.itch.io/tales-in-the-undergrowth-wood-colossus-demo
Looks fantastic! And I do not envy you having the unwrap the UVs for the big tank, especially where it meets the pipe coming out the top lo. Cylinders aren't so bad when you can easily hide a seam against a wall or the floor.
14.08.2025 00:39 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0#solodev
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The house interior is looking less empty now. A table, some stools, lanterns, and some rafters.
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Made some house-interior tiles this morning. Pretty happy with how they turned out. Guess I gotta make some furniture now.
just cause I'm proud of how this turned out, here's a screenshot for a better look at the little stump house. Now I just need to make an interior :D
12.08.2025 20:32 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0#solodev
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Tweaked the mask / cut out a bit, but I mostly just wanted to show off another building I made, a stump house, I just think it looks super cozy. Goes nicely with the big tree from before. Super cozy.
BOOK LAUNCH/SIGNING! On Oct. 1, join me as I kick off the release of DCโS ZATANNIC PANIC #1, including my first-ever story writing for DC Comics!
This event is a great way to get a copy without preordering while also supporting Prairie Comics Festival at the same time!
Thanks! :D I appreciate the support
12.08.2025 13:44 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0#solodev
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Adding in the mask/cut-out for higher visuals made me realize I need something for lower props to allow the player character to be visible more often than not. So I added in a silhouette when behind objects with a shader.
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I wanted to make some non-tile or prop sized art work for my game, so I made a giant tree, but realized it was kinda in the way, so I put in a cut-out / mask for it. The visual for it seems a bit harsh at the moment.
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Added in some fireflies(?)...not really sure what they are tbh
And I put in some trees and path tiles
Tried to make the paths look like those little paths made in wood by bugs under tree bark. Not sure if I succeeded or not
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Added in a pick-up for Sap (currency) and added in destructible objects with their own health bars, mostly to provide context that "this thing can be damaged".
The amount of people who want to help or be part of the project is disheartening.
22.07.2025 18:10 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0I was unable to find w/e this on my own, and I'd like to figure out which artists I should no longer respect for engaging positively with some gen/a/I slop. Can you point me in the right direction?
22.07.2025 14:49 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0Damn...so awesome
Really captured the light so beautifully
I'd love to paint like this one day, but I don't know if I have the bravery to work with oil paint at this thickness, my stuff is always really thinned out, makes me feel like I have some sense of control lol
Excellent work as always.
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I showed a similar clip recently of the player character interacting with a Candy Maker NPC. Finally re-implemented the dialogue boxes without them being affected by the lights in-game, and making the NPC look at the player.
Hmm, depends on the gameplay. Procedural generation seems to work well with giant worlds like Dwarf Fortress or segmented pieces of content like Spelunky.
I think with both games, the gameplay & systems are the focus not narrative. I think there is an incentive for players to tinker with the game.
Ah, that's a smart way to go about it. I really like the idea of generating a map and then editing that map. Seems like the best way to use procedural generation to ensure you get something high quality.
06.07.2025 12:06 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Looks great, can't wait to see more!
I read in one of your previous posts you're going for a procedurally generated world, how complex are the tile sets for the islands?
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Let's get ready to rumble! Attacks and damage were already in the game, but the pathfinding is finally working without too much issue, so NPCs can finally chase down the player (or other NPCs) and fight them.
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Added in a room title graphic and a visual to show what the player can interact with when in range.
Also I got NPC interactions working, so in this clip the player trades Sap for Maple Candy, which acts like Stamina.
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Added an inventory menu along with Equipment Pick-ups.
Abilities like Hopping, Jumping, Throwing Items, Running, and Punching are now gated behind pickups.
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I dislike posting so quickly back to back, but I'll forget otherwise.
Here's the same UI configured for the Pause Menu. The components I made for the start menu transitioned over pretty easily.
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Reworked the start menu UI for my game. It's a little better, but still WIP. The player can navigate via Mouse or with Directional Input (WASD, Arrows, Gamepad)
UI is definitely not in my current skillset, lol.
Looks awesome! Can't wait to see more.
20.06.2025 21:37 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0#solodev
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Found some code for simulating an arc for projectiles in a top-down 2d game, so the projectiles are launched in a much nicer fashion.
Added in some "death" effects for NPCs and for them to drop pickups.
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Found some code for simulating an arc for projectiles in a top-down 2d game, so the projectiles are launched in a much nicer fashion.
Added in some "death" effects for NPCs and for them to drop pickups.
Damn, I love that "rolling-log" visual effect as you walk across the environment. Great work ๐
15.06.2025 14:56 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0#solodev
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Changed up the Stamina Meter to be more like the Carrots for Epona in Oot. Hop, transitions into a Run for a period of time, hopping again refreshes that.
Also made the melee attack bounce enemy projectiles back.