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Shadestyle

@shadestyle.bsky.social

Indie Game Dev with Bad Opinions™ Developer of "Joyn and the Bandit's Bauble".

239 Followers  |  263 Following  |  936 Posts  |  Joined: 26.11.2024  |  1.5194

Latest posts by shadestyle.bsky.social on Bluesky

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#indiegamedev #gamedev #unity #3D #Videogame #PixelArt

Today's goal completed: Fixed up doorway transitions in the overworld. The doors still need to teleport you to specific places on the map they take you to, but other than that, we're good to go on that front.

20.07.2025 10:56 — 👍 34    🔁 5    💬 0    📌 0

#gamedev #Indiegamedev

Okay, so, today's completed task:

Bought "Easy Save" on sale for 30 bucks. Downloaded and Imported it to my game, so I can have a save/load system that isn't poopie.

No pretty pictures though, sadly.

17.07.2025 21:25 — 👍 13    🔁 3    💬 0    📌 0
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#gamedev #Indiegamedev #Unity #UI #PixelArt

Okay! The save menu is now part of the menus!

That said, it took all day to get it like this since each menu requires unique classes, so it might be worth considering a refactoring, to make the menus a bit more generic under the hood...

16.07.2025 13:39 — 👍 13    🔁 2    💬 1    📌 0
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#Unity #Gamedev #Indiegamedev #PixelArt #UI

Okay, finished importing the Save/Load assets and assembling them into a basic menu. Just got to code the bits and bobs and integrate it into the existing menu system.

How's this look?

15.07.2025 02:55 — 👍 11    🔁 3    💬 0    📌 0
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#Gamedev #Pixelart #Indiegamedev #UI #Unity

Okay! Today's progress: Finished the Save Menu Assets!

What do you guys think? Does it have all the features you typically want in a Save Menu?

14.07.2025 20:53 — 👍 12    🔁 2    💬 0    📌 0
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#gamedev #Indiegamedev #Unity #UI

Okay! Pausing is now fully functional again! Had to move over to a system of dedicated activation/disabling, since freezing time was also freezing menu animations. Now we are good to go, though.

13.07.2025 21:35 — 👍 16    🔁 3    💬 0    📌 0
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#Blender #Gamedev #Indiegamedev #3DModeling #Texturing

Finished today's artgoal, which was the Table Vice and Craft-Tool textures!

13.07.2025 13:40 — 👍 18    🔁 3    💬 1    📌 0

Thanks! It took a lot of work to get this far, (and it'll take a lot more work to get it where I want it to be!) but it's looking pretty good, yeah.

13.07.2025 06:17 — 👍 1    🔁 0    💬 0    📌 0
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#indiegamedev #gamedev #UI

Today's progress, we've ported over the Menu from its test scene to the overworld!

Tomorrow's goal: Fixing the pause system to be object-specific instead of relying on global timescale manips.

13.07.2025 01:40 — 👍 14    🔁 2    💬 1    📌 0
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#Art #Blender #Modeling #3D #Gamedev

Today's art progress, made the Crafting Table where you'll be assembling your items!

What do you think?

12.07.2025 16:04 — 👍 8    🔁 1    💬 0    📌 0
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We're back in hardware mode folks!

This year, I've decided to start back work on Joyn and the Bandit's bauble, with a focus on implementing its crafting system

Today's progress is cleaning up overworld camera, and brushing off some rust!

#gamedev #indiedev #indiegamedev

11.07.2025 22:14 — 👍 16    🔁 3    💬 1    📌 0

#fiction #writing #isekai

New Dumb Stupid Rat chapter out!

forums.spacebattles.com/threads/the-...

23.03.2025 15:40 — 👍 2    🔁 0    💬 0    📌 0

#fiction #writing #isekai #gamedev

For those keeping track of "Joyn and the Bandit's Bauble", I've also started posting chapters of an original fic, set in the same setting.

If you like malding gods and nerds turned into rats, you'll like this.

forums.spacebattles.com/threads/the-...

22.03.2025 14:49 — 👍 6    🔁 1    💬 0    📌 0
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#gamedev

Got a bit more work done today, starting work on camera stuff, starting with the look of the UI elements for it.

By the end of this, I want a few fancy functions for cameras that I can trigger, both under player control, and automatically fired for skill-actions.

22.03.2025 14:45 — 👍 12    🔁 2    💬 0    📌 0

#gamedev

Okay! Getting impacts to fire off particles was thankfully painless with the system I set up. Good work team (me)

Next goal, setting up variability with em.

19.03.2025 13:28 — 👍 12    🔁 3    💬 0    📌 0
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(2/2)

Aaand the other one, a simple shooting effect.

18.03.2025 16:25 — 👍 2    🔁 0    💬 0    📌 0
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#gamedev

(1/2)

Alright, more work done on Particles. Figuring out how Properties work with them, setting up a basic Impact and Shooting particle effect.

What do you guys think?

18.03.2025 16:25 — 👍 10    🔁 4    💬 1    📌 0
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#gamedev

Okay! So now instead of one pool of particles, I have many pools, one pool for each TYPE of particle I jam into the manager. Things can then request a specific kind of particle effect from the manager, and it handles all the rest.

TLDR: Now, not only can I Splort, I can Spark too.

16.03.2025 23:00 — 👍 18    🔁 3    💬 0    📌 0

Bonus fun fact:

Cowering like a worm and swinging your sword desperately over your head is currently the most powerful defensive option in the game.

I have not successfully damaged someone with a head on attack using that animation with a sword yet.

14.03.2025 06:30 — 👍 2    🔁 0    💬 0    📌 0
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#gamedev

Deflection is now a functioning mechanic. If one of your hitboxes hits an enemy's held items (Items in a "handlike" equip slot), they can be "Deflected"

This cancels that item's ability to do damage during that attack.

This is based on the stats and current speed of both items.

14.03.2025 06:30 — 👍 13    🔁 3    💬 1    📌 0

but have you ever experienced the fury and confusion that comes from the ultimate blow against your very soul-

coding an entire feature, going "Okay, let's boot it up and see what breaks" and then nothing actually breaks?

14.03.2025 03:13 — 👍 2    🔁 0    💬 0    📌 0
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#gamedev

Okay, finished importing the Worm Cowering and Maid Dusting animations as attacks.

10.03.2025 03:19 — 👍 5    🔁 1    💬 0    📌 0
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2/2

08.03.2025 00:30 — 👍 4    🔁 0    💬 0    📌 0
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#gamedev 1/2

Cowering like a Worm and Maid Dusting animations complete. These will be vital for testing weapon hitbox interactions going forward.

08.03.2025 00:30 — 👍 9    🔁 1    💬 1    📌 0

Basically, I want to make it so that things like Fencing Foils are fantastic at negating attacks, but are more all-or-nothing, where if you fail to deflect an attack with a high grace item, you fall back on Heft, and most items of that type have horrible heft for the job.

24.02.2025 10:35 — 👍 2    🔁 0    💬 0    📌 0

#gamedev

So, today's goal will be fairly simple, in theory.

I'm going to be implementing a system which makes it so your held items, if they have a high enough Grace Stat, will automatically cancel incoming enemy attacks.

This should make Parries and Guards more desirable as actions.

24.02.2025 09:36 — 👍 10    🔁 2    💬 1    📌 0
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#gamedev

Okay, new Parry Animations are imported and turned into actions. So now we're basically 100% on a functional, game-ready parry.

Just need to figure out why sometimes the parry gently slides someone away, and why sometimes it Trixie Thundercunts them into the stratosphere...

23.02.2025 01:19 — 👍 6    🔁 0    💬 0    📌 0
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(3/3)

And finally, a fancy parry, that really needs a sword to properly work.

22.02.2025 03:38 — 👍 2    🔁 0    💬 0    📌 0
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(2/3)

A more Trad-Souls-esque parry.

22.02.2025 03:38 — 👍 2    🔁 0    💬 1    📌 0
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#gamedev

Threeparter here, I decided to make three different parry animations today, so I'd have some variety to work with.

First, a basic parry that's just designed to cover ground.

(1/3)

22.02.2025 03:38 — 👍 6    🔁 0    💬 1    📌 0

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