Every encounter in Rizz Dungeon: Skeleton Key to My Heart requires the answer to an important question... FIGHT 🥊 or FLIRT 😘 ⁉️
👇 Wishlist TODAY! 👇
https://store.steampowered.com/app/4029090?utm_source=mastodon&utm_campaign=rdsktmh-fightorflirt&utm_product=rizz
#screenshotsaturday #gamedev #godot
🕹️ Title: Thrive
🦊️ What's: A libre sim about species evolution
🏡️ https://revolutionarygamesstudio.com/
🐣️ https://github.com/Revolutionary-Games
🔖 #LinuxGaming #Flagship #Sim #LifeSim #Godot
📦️ #Libre #Bin #Arch #Flatpak #Snap
📕️https://lebottinlinux.vps.a-lec.org/LO.html
🥁️Update: PU 11/22/25
⚗️Signific vers.: (0.9.1)+6x💎2x🏝️3x🚀️4x📟️2x🐞️1x🪛️(..)x👄️1x↪️
📌️Changes: https://www.revolutionarygamesstudio.com/news
🦣️From: https://mastodon.social/@Thrive_Game/115594339669376960
🏝️0.9.0 https://www.youtube.com/embed/uxsR-WcbYoI
🦉️0.9.0 https://www.youtube.com/embed/xeDfG5VtNRA
🐹️ https://www.youtube.com/embed/2Y3xIAFa_80
🎲️ https://www.youtube.com/embed/UfmtMjDPPGk
🎲️ https://www.youtube.com/embed/?list=PLZtQld1BL3tJj_n1OtW8rcwov2qF0hssM

Admittedly, not every solution might be idiomatic for Godot, and it might be a while longer before I'd catch on.
I've created a singleton to encapsulate loading scenes and instantiating them, which is something I do a lot.
Since all dynamic scene loading is now centralized, I can cache the PackedScene objects there, so initializing it a second time reuses those.
That might not be the idiomatic way to do that, so feel free to tell me how wrong that is. 😅
#gamedev #indiedev #godot #csharp
I've been working with Godot for a bit now, and I'm really enjoying how the mono/C# version allows me to use patterns that I'm already familiar with in my dayjob.
In this new project, the game 'core' is separate from the Godot classes, where the latter functions as a presentation layer.
The core then raises events when things happen that the Godot part needs to know about, so messages can be shown, sounds played, or anything else.
#Gamedev #Indiedev #godot #csharp
To celebrate finishing construction of the tower in Goblin Tower, I gave my goblins hands! No longer are they just green spheres! They're now also a bunch of green capsule shapes!
Enjoy having hands, try to reach the summit yourself, and let me know what you think!
https://uttergubbins.itch.io/goblin-tower
#IndieGame #Godot #GodotEngine #Goblins #ScreenshotSaturday

https://makertube.net/w/nSLBeWvuRT2gqHMmcrvWQZ
when you connect with a boss, they will teach you how to project an aura that will help you along your journey. for example, this first boss teaches you to project an aura of dark, which lets you ignore dark terrain.
#screenshotsaturday #gamedev #indiedev #godot
🕹️ Title: Thrive
🦊️ What's: A libre sim about species evolution
🏡️ https://revolutionarygamesstudio.com/
🐣️ https://github.com/Revolutionary-Games
🦉️ https://mastodon.social/@Thrive_Game
🔖 #LinuxGaming #Flagship #Sim #LifeSim #Godot
📦️ #Libre #Bin #Arch #Flatpak #Snap
📕️ https://lebottinlinux.vps.a-lec.org/LO.html
🥁️ Update: 0.9.1
⚗️ Patch release(Stable)🍏️
📌️ Changes: https://github.com/Revolutionary-Games/Thrive/releases/tag/v0.9.1
🦣️ From: 🛜️ http://revolutionarygamesstudio.com/feed/
🏝️0.9.0 https://www.youtube.com/embed/uxsR-WcbYoI
🦉️0.9.0 https://www.youtube.com/embed/xeDfG5VtNRA
🐹️ https://www.youtube.com/embed/2Y3xIAFa_80
🎲️ https://www.youtube.com/embed/UfmtMjDPPGk
🎲️ https://www.youtube.com/embed/?list=PLZtQld1BL3tJj_n1OtW8rcwov2qF0hssM

This week I...
- got the teleport effect done (it ties all the scenes together)
- updated the Versus screen with better character art, then added some screenshake and hit sounds
- updated sound effects for projectiles and explosions
#IndieGameDev #ScreenshotSaturday #StarSpark #Godot #Games
Main menu glow-up!
Solitaire being one of the most competitive games out there obviously needs a stats screen and some graphed metrics.
#godot #screenshotsaturday #indiegame #gamedev
GodotFest 2025: Tilemaps
https://tube.tchncs.de/w/ipir1fZRaXwYnRi5WQALdC
Grabbed some retro-style textures and mocked up a little test area because I needed to feel some vibes in the RPG project I'm working on.
Similar to Critter Drifters, I'm going retro partially out of nostalgia, but also out of utility. And the visuals of that game were well-received. I'm not an expert 3D modeler, but I can bash out low poly stuff all day (moreso if it's environmental).
The thing that's still bothering me is what I want to do for the battle system...of course. I've already flip-flopped after mocking up two versions of it and now I'm considering going back to the more basic "Paper Mario" version (instead of the 3D grid-based one I've been showing more recently).
Just can't get past how to make it make sense with an overworld like this and how it would not only make the pacing imbalanced, but also require me to make custom cutscenes or "reasons" for each scripted battle. Having more generic encounters is just way easier but still fun.
