Rutherford
@craze.co.uk
Furniture enthusiast. Type designer at @mass-driver.com (this account mostly off-topic/personal)
November 11, 2025 at 6:27 PM
thinking about UI. I don’t love the big sidebars & high information density of a lot of roguelikes — trying to come up with something that’s minimal but still shows everything you’d regularly need
#gamedev #screenshotsaturday #godot
#gamedev #screenshotsaturday #godot
November 8, 2025 at 10:49 PM
thinking about UI. I don’t love the big sidebars & high information density of a lot of roguelikes — trying to come up with something that’s minimal but still shows everything you’d regularly need
#gamedev #screenshotsaturday #godot
#gamedev #screenshotsaturday #godot
I know it’s been 14 years but I still can’t believe they set the Skyrim user interface in Futura Condensed
November 8, 2025 at 11:41 AM
I know it’s been 14 years but I still can’t believe they set the Skyrim user interface in Futura Condensed
this game won a Hugo Award and frankly it deserves another
November 3, 2025 at 10:20 PM
this game won a Hugo Award and frankly it deserves another
local craft supply store’s incredible new loyalty scheme: every €5 you spend earns you a sticker, and when you collect 64 (!) stickers, you give them your full name, address, email and phone number, and they give you a one-time €10 discount
November 1, 2025 at 6:34 PM
local craft supply store’s incredible new loyalty scheme: every €5 you spend earns you a sticker, and when you collect 64 (!) stickers, you give them your full name, address, email and phone number, and they give you a one-time €10 discount
smashed up a cabbage. played with knives. new combat sounds.
(I don’t know what I’m doing)
#gamedev #sounddesign
(I don’t know what I’m doing)
#gamedev #sounddesign
October 29, 2025 at 7:20 PM
smashed up a cabbage. played with knives. new combat sounds.
(I don’t know what I’m doing)
#gamedev #sounddesign
(I don’t know what I’m doing)
#gamedev #sounddesign
Made some sound effects for footsteps & potions. my first serious attempt at sound design, feedback is very welcome
(Combat sounds are not mine, included so bsky compression doesn’t crush the volume)
#gamedev #godot #screenshotsaturday
(Combat sounds are not mine, included so bsky compression doesn’t crush the volume)
#gamedev #godot #screenshotsaturday
October 25, 2025 at 1:29 PM
Made some sound effects for footsteps & potions. my first serious attempt at sound design, feedback is very welcome
(Combat sounds are not mine, included so bsky compression doesn’t crush the volume)
#gamedev #godot #screenshotsaturday
(Combat sounds are not mine, included so bsky compression doesn’t crush the volume)
#gamedev #godot #screenshotsaturday
Added some (extremely placeholder) sound effects to the melee combat and it’s starting to feel very satisfying. Might go ahead and add sounds to everything
#gamedev
#gamedev
October 23, 2025 at 8:09 PM
Added some (extremely placeholder) sound effects to the melee combat and it’s starting to feel very satisfying. Might go ahead and add sounds to everything
#gamedev
#gamedev
a heist with a hoist. looters on scooters. this is 10/10 stuff
October 20, 2025 at 3:02 PM
a heist with a hoist. looters on scooters. this is 10/10 stuff
October 18, 2025 at 5:02 PM
map editor now shows tile variants (corner/side pieces, etc) & loads/unloads chunks dynamically around the cursor. Still very barebones (no undo!), but I could probably build most of a game in this
#screenshotsaturday #gamedev #roguelike
#screenshotsaturday #gamedev #roguelike
October 18, 2025 at 12:49 PM
map editor now shows tile variants (corner/side pieces, etc) & loads/unloads chunks dynamically around the cursor. Still very barebones (no undo!), but I could probably build most of a game in this
#screenshotsaturday #gamedev #roguelike
#screenshotsaturday #gamedev #roguelike
Thinking about coins. having only a single “gold” currency in a game is easy and intuitive, but I think some complexity here is good: many overlapping currencies from different times and places; different regions and social classes having their own understandings of value
#gamedev
#gamedev
October 12, 2025 at 10:42 AM
Thinking about coins. having only a single “gold” currency in a game is easy and intuitive, but I think some complexity here is good: many overlapping currencies from different times and places; different regions and social classes having their own understandings of value
#gamedev
#gamedev
the font I’m working on atm is readable at 3pt, which is both very satisfying and also not something I expect anyone to ever take advantage of
October 7, 2025 at 3:49 PM
the font I’m working on atm is readable at 3pt, which is both very satisfying and also not something I expect anyone to ever take advantage of
- Rewrote the lighting engine to fix performance issues
- Performance issues were actually caused by Vsync so it didn’t make any visible difference
- Still got lighting time down from ~4.7ms per light to ~0.3
- Added columns & sarcophagi (as a treat)
#gamedev #screenshotsaturday
- Performance issues were actually caused by Vsync so it didn’t make any visible difference
- Still got lighting time down from ~4.7ms per light to ~0.3
- Added columns & sarcophagi (as a treat)
#gamedev #screenshotsaturday
October 4, 2025 at 3:23 PM
- Rewrote the lighting engine to fix performance issues
- Performance issues were actually caused by Vsync so it didn’t make any visible difference
- Still got lighting time down from ~4.7ms per light to ~0.3
- Added columns & sarcophagi (as a treat)
#gamedev #screenshotsaturday
- Performance issues were actually caused by Vsync so it didn’t make any visible difference
- Still got lighting time down from ~4.7ms per light to ~0.3
- Added columns & sarcophagi (as a treat)
#gamedev #screenshotsaturday
improvements to the lighting system: walls are only lit if you’re on the same side as the light source. (map editor is already hugely useful for creating specific test levels)
#gamedev #screenshotsaturday
#gamedev #screenshotsaturday
October 3, 2025 at 9:09 PM
improvements to the lighting system: walls are only lit if you’re on the same side as the light source. (map editor is already hugely useful for creating specific test levels)
#gamedev #screenshotsaturday
#gamedev #screenshotsaturday
built a (pretty rudimentary) map editor this evening.
Adding actors is done by typing their ID and clicking on the map — I’m wondering about some kind of visual interface, but honestly this setup feels good. (maybe just needs autocomplete based on the actor ID database?)
Adding actors is done by typing their ID and clicking on the map — I’m wondering about some kind of visual interface, but honestly this setup feels good. (maybe just needs autocomplete based on the actor ID database?)
October 2, 2025 at 10:04 PM
built a (pretty rudimentary) map editor this evening.
Adding actors is done by typing their ID and clicking on the map — I’m wondering about some kind of visual interface, but honestly this setup feels good. (maybe just needs autocomplete based on the actor ID database?)
Adding actors is done by typing their ID and clicking on the map — I’m wondering about some kind of visual interface, but honestly this setup feels good. (maybe just needs autocomplete based on the actor ID database?)
René Magritte painting titles that sound like procedurally generated Dwarf Fortress tavern names
September 30, 2025 at 11:58 AM
René Magritte painting titles that sound like procedurally generated Dwarf Fortress tavern names
heard you like containers. so I put containers in your containers
(implemented chests, randomised loot & openable items)
#screenshotsaturday #gamedev #roguelike
(implemented chests, randomised loot & openable items)
#screenshotsaturday #gamedev #roguelike
September 20, 2025 at 6:48 PM
heard you like containers. so I put containers in your containers
(implemented chests, randomised loot & openable items)
#screenshotsaturday #gamedev #roguelike
(implemented chests, randomised loot & openable items)
#screenshotsaturday #gamedev #roguelike
→ Actors have a ‘request_verbs’ method
→ it sends a signal that components can listen for
→ components respond w actions they theoretically support
→ request_verbs checks which are valid in the current context & returns a list
→ UI panel shows the list
(I am v satisfied with how this is working)
→ it sends a signal that components can listen for
→ components respond w actions they theoretically support
→ request_verbs checks which are valid in the current context & returns a list
→ UI panel shows the list
(I am v satisfied with how this is working)
September 17, 2025 at 9:54 PM
→ Actors have a ‘request_verbs’ method
→ it sends a signal that components can listen for
→ components respond w actions they theoretically support
→ request_verbs checks which are valid in the current context & returns a list
→ UI panel shows the list
(I am v satisfied with how this is working)
→ it sends a signal that components can listen for
→ components respond w actions they theoretically support
→ request_verbs checks which are valid in the current context & returns a list
→ UI panel shows the list
(I am v satisfied with how this is working)
living next to a tram line has taught me that:
1. a single driver parking badly can make 500 people late
2. this happens about once per week just on my block
1. a single driver parking badly can make 500 people late
2. this happens about once per week just on my block
September 17, 2025 at 4:11 PM
living next to a tram line has taught me that:
1. a single driver parking badly can make 500 people late
2. this happens about once per week just on my block
1. a single driver parking badly can make 500 people late
2. this happens about once per week just on my block
with apologies/gratitude to @lorenschmidt.bsky.social, I had to try this idea for tiling patches of trees (each tile is 2 colours + background)
#gamedev #roguelike
#gamedev #roguelike
September 16, 2025 at 2:55 PM
with apologies/gratitude to @lorenschmidt.bsky.social, I had to try this idea for tiling patches of trees (each tile is 2 colours + background)
#gamedev #roguelike
#gamedev #roguelike