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Castor

@castor-games.bsky.social

Just a guy occasionally falling into the rabbit hole of wanting to make a game. https://castor-games.itch.io

39 Followers  |  92 Following  |  50 Posts  |  Joined: 09.01.2025
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Posts by Castor (@castor-games.bsky.social)

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Messing around in #Godot again.

17.02.2026 20:41 — 👍 2    🔁 0    💬 0    📌 0

This time I have a deeper fascination with a subject and a desire to share a part of myself through a game, which would probably make all the difference in pushing through.

So if I do find the time for a new project, and it's a big if, I'll go into it heart first.

14.02.2026 22:52 — 👍 1    🔁 0    💬 1    📌 0

I think my problem last time was that I was going for it solely from a technical perspective, which is what I'm good at, but without having the bigger picture that would make me feel something.

14.02.2026 22:52 — 👍 1    🔁 0    💬 1    📌 0

After a 10 month break, again daydreaming about making a game, but I think I forgot EVERYTHING about Godot. :D

Also the worst possible time for it, due to some critical personal issues that I have to resolve in the coming weeks, and I can't really allow for major distractions. Such is life though.

14.02.2026 21:40 — 👍 1    🔁 0    💬 0    📌 0

So I think it's better for me to drop it as well, and start on something new with renewed enthusiasm, and I wish you the same, and look forward to playtesting your next thing. :)

27.04.2025 09:22 — 👍 1    🔁 0    💬 1    📌 0

I'm somewhat in the same situation, haven't officially dropped my project yet but probably will soon. It's not the technical aspect I have problems with, it's just that the core idea for this specific game no longer interests me as much and I don't have the motivation to work on it.

27.04.2025 09:22 — 👍 1    🔁 0    💬 1    📌 0

You did well, this is a normal part of the process. It's impossible to finish a worthwhile project starting from zero, you need to learn from project to project.

27.04.2025 09:22 — 👍 1    🔁 0    💬 1    📌 0

Still alive! :) Doing a full rewrite of everything to move from imperative programming to declarative (basically 'building blocks') because it seems much more suited for Godot.

Also restructuring everything, fixing bugs, and hoping that it will all still work once it's put back together. 🥲

30.03.2025 15:22 — 👍 2    🔁 0    💬 1    📌 0

Glad to be of service. 🫡

13.03.2025 13:07 — 👍 2    🔁 0    💬 0    📌 0

It would be cool if you could lock target on enemy by clicking on it instead of the floor, and then move around it and cast different spells without having to re-target as they move.

And maybe do combos like paralyze spell, then a couple of mm, then a push-back spell then some more mm. :)

11.03.2025 17:24 — 👍 1    🔁 0    💬 1    📌 0

It works. :) I like it. It has less functionality but it seems more stable. And I like the addition of music, light an visual effects, even if it's just placeholder but it kinda creates a nice vibe.

11.03.2025 17:24 — 👍 1    🔁 0    💬 1    📌 0

Thank you! :)

10.03.2025 08:05 — 👍 1    🔁 0    💬 0    📌 0

It's working now. :) If possible, could you add a Linux build as well? Hopefully it shouldn't be too complicated.

10.03.2025 06:14 — 👍 1    🔁 0    💬 2    📌 0

It's giving a 404... :|

08.03.2025 16:26 — 👍 1    🔁 0    💬 1    📌 0

I did a tiny bit of work today, so hopefully I'll return to it soon. :D

08.03.2025 16:25 — 👍 1    🔁 0    💬 1    📌 0

Love what I hope will be interactive objects, and NPCs you can talk to. Looking forward to see where it goes. :)

Also Dungeon Meshi is amazing ofc.

02.03.2025 15:37 — 👍 1    🔁 0    💬 1    📌 0

Not gonna lie, I've started playing Baldur's Gate 3 a couple of weeks ago and everything else in my life is on pause. 🤡

02.03.2025 15:28 — 👍 2    🔁 0    💬 1    📌 0

Thank you! :) I'm still mostly trying things out and building tools before I start making the game for real, but it's slowly coming together.

Godot has great support for pathfinding, you should look into it at some point, it could be very useful in your game as well.

16.02.2025 18:48 — 👍 2    🔁 0    💬 0    📌 0

Bugs are slowly piling up, so I'll probably focus on clearing them up throughout the next week, before adding any new features. :D

16.02.2025 11:19 — 👍 1    🔁 0    💬 0    📌 0
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Static (permanent) objects are baked into the navigation mesh to help with pathfinding, while fully-destructible objects such as barrels are not. These will use local avoidance until destroyed.

16.02.2025 11:19 — 👍 2    🔁 0    💬 2    📌 0
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Week #7:

Level generator now spawns interactive objects based on predefined rules, proximity to other objects, walls, and other criteria.

Added ability to lock-on, and cycle targets.

#Godot #GameDev #IndieGame #SoloDev

16.02.2025 11:19 — 👍 8    🔁 1    💬 1    📌 0

Yup. I'm making it so you can have one melee weapon and one ranged weapon equipped at the same time, and then use the one you want based on enemy distance.

It seems a lot more fun this way. :)

11.02.2025 16:18 — 👍 1    🔁 0    💬 0    📌 0

Thanks, following! :D I also like the idea of a goblin running a shop, so you still deserve a lot of credit.

10.02.2025 20:06 — 👍 1    🔁 0    💬 0    📌 0

Nice. :) I like the speech bubble because it's basically them saying the spell.

10.02.2025 20:03 — 👍 1    🔁 0    💬 1    📌 0

Really cool. I like the art style in general. :) Looking forward to seeing more.

10.02.2025 19:56 — 👍 1    🔁 0    💬 1    📌 0

Enemy navigation was a real pain, had to rewrite it multiple times. It works great with standard pathfinding, but I can't get mutual enemy avoidance to work so I'm implementing a custom solution with raytracing.

However, I'm learning a lot, and this early prototype is already kinda fun to play. :)

09.02.2025 12:30 — 👍 2    🔁 0    💬 1    📌 0
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Week #6: Realtime combat, dash movements, health tracking.

#Godot #GameDev #IndieGame #SoloDev

09.02.2025 12:30 — 👍 12    🔁 2    💬 1    📌 0

Thank you! :) I still just have a rough vision of what the game will be, focusing more on building tools and learning Godot & C#, but it will be an RPG with precise realtime combat and multiple companions, which is why I need good pathfinding.

02.02.2025 06:02 — 👍 1    🔁 0    💬 1    📌 0
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Navigation region is built dynamically by the Level generator. This took some tinkering, but works great, and will enable smart navigation for any generated level.

01.02.2025 17:15 — 👍 2    🔁 0    💬 0    📌 0
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Week #5: Navigation components like Path, Patrol, Wander, Follow, etc, which can then be combined into more complex structures and assigned to Mobs & NPCs.

#Godot #GameDev #IndieDev #IndieGame

01.02.2025 17:15 — 👍 9    🔁 0    💬 2    📌 0