Using Blender sculpting tools to create modules for my cave-like dungeons.
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@coldigames.bsky.social
Hobbyist game dev, mostly using Godot with C# and some pixel art. Currently working on another prototype.
Using Blender sculpting tools to create modules for my cave-like dungeons.
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Finally set up my first dungeon interior with interactions and a small environment puzzle.
Looking behind every corner can be key π
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Is it possible to adjust the gap/size of the grid guidelines in the editor? Does anyone know?
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Interacting like in the good old Arx Fatalis days! π
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Whatever works! π
Send me a DM if you want to share some ideas.
It's the details, they say!
17.01.2026 19:03 β π 0 π 0 π¬ 1 π 0Successfully rebuilt Skyrim (somehow) π
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Thanks so much for the kind words! Will try my best! βΊοΈ
07.01.2026 18:06 β π 1 π 0 π¬ 0 π 0Already leveled up my Blender skills twice over the past weeks. (They were at rookie level π€«)
Still learning about modular assets and linked data structures, which help a lot!
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Ha! I didn't know about this isometric version but I indeed played Ultima 9 again for some inspiration. So great that my screenshots gave you similar vibes.
U9 was the game of my childhood β€οΈ
New year, new prototype?
Ah well, here we are almost three weeks in βΊοΈ Feels good!
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When you add destructible objects but forget to disable their hitbox at the endπ
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The ground texture appears rough and detailed, with visible paper creases and color variations.
The ground texture is smoother and more uniform, with fewer visible creases and a brighter, clean tone.
Please share which type of ground texture you would prefer for a papercraft aesthetic.
"left" (rough, more detailed) or "right" (smooth, cleaner)
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Thanks! Glad you like it!
26.09.2025 18:56 β π 1 π 0 π¬ 0 π 0Shamelessly swapping enemies (by hand!)
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Thanks! Appreciate that you find the art style appealing π
21.09.2025 20:07 β π 1 π 0 π¬ 0 π 0Made a little origami boat for my paper hero to cross the desk!
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Thanks! I'm glad you like it!
14.09.2025 19:18 β π 0 π 0 π¬ 0 π 0Experimenting with paper and cardboard visuals. Funny when it keeps on mixing with my previous pixel art style.
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Slowly but steadily things are coming together.
Now with smooth transition between islands/biomes and weather conditions.
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Finally managed to come up with a nice arrangement for UI elements!
Well, at least in my opinion it's much better than before π
(motivation boost!)
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Thank you! Adding some overlay effects is definitely an interesting idea, especially color gradients π
29.05.2025 10:17 β π 1 π 0 π¬ 0 π 0Thanks! Vegetation is not made by me though βΊοΈ
29.05.2025 10:15 β π 0 π 0 π¬ 0 π 0Experimenting with different moods for an harsh environment.
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This in turn means that you don't have to find better gear for every single slot (which might get less exciting after some time). Instead you simply get to expand the size of your equipment, while still carefully considering replacements since many items come with a functional trait.
11.05.2025 14:21 β π 0 π 0 π¬ 0 π 0The equipment slot types have been greatly reduced to the bare minimum.
Instead of having 1 slot for helmet, 1 for body armor, 1 for legs, etc... There will be 1 weapon slot and a variable number of general armor slots. The number of armor slots increases as you level up.
Haven't posted in a while, but that's only because I've been busy with the less fun parts of gamedev.
Talking UI :/
However, I also added a bunch of new traits to support the recently added companions and reworked player equipment.
Details in comments π
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Imagine a bird companion, but instead of getting it directly from a nest, you receive an egg that you need to equip in one of your rare item slots and after some time your new companion hatches!
So that's what I obviously still need to implement...
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Anyone like fish?
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Thanks! β€οΈ
It's an auto-battle RPG with exploration and loot!
Can't say anything about the story/theme yet :)