Next up
Picked a bad time to stop posting, to be honest. This gif is a year old! just a snippet of how things have evolved.
i've been having too much fun wasting time polishing the cosmetic appearance of my game's obsidian vault, adding banners and art all over the place. this week i updated several of the deities. the glowups from what they were before is crazy...
Sept. 2025: Drew some mockups for in-game dialogue, and realized my portraits had a lot of room to grow, so they expanded from 64px to 112px squares, which is a staggering increase of fidelity and detail.
See Before+After ft. Ashlyn
after some physical therapy, Kael has finally loosened up his stiff back posture, and his attack has been pushed MUCH harder!
Lately I've been setting up a lot of new characters, so I'm filling out my portrait project chart to make sure I don't forget anyone. These spreadsheets are so invaluable to my ability to organize my thoughts. Y'all have no idea.
Finally, finally, FINALLY getting to animating new Kael's attack! Here's the 3 hit combo! I love the secondary motion from the scarf :D
From Demo 2 in #Godot. Finally got Kael's design to a point where I didn't mind spending some time animating him. And the movement is starting to feel really snappy. Really happy with where it's going.
I have a scriptable object for each element as the attacker, with entries for other elements mapped to enum values for each multiplier. To keep things organized, instead of having a class for all spells, each family of spells will have its own.
YUGE milestones! the entire data-fed attack pipeline is in place! healthbars and floating combat text!












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