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addmorecoffee.bsky.social
addMoreCoffee
@addmorecoffee.bsky.social
Coffee enthusiast, programmer, future corpse.
In the movie Strawberry Mansion, man falls in love with spirit wife because she helped him install dream ad-blockers.
January 24, 2026 at 5:07 AM
Pathing is now done through querying the spatial cells which is then fed into the navigation agent. Cells in red are A* points with a very high weight to discourage pathing through it. #Godot #SoloDev #IndieGameDev
January 19, 2026 at 9:46 PM
Found a paper on Dishonored 2’s influence mapping. This goes deeper into propagation of cells for last known position compared to the GDC video on YouTube.

www.gameaipro.com/GameAIProOnl...
www.gameaipro.com
January 15, 2026 at 11:01 PM
Making progress, but not much to show at the moment. Looking into pathfinding and spatial reasoning while also learning how navigation works in Godot. The idea being that each cell can hold relevant data like how dangerous an area is. #Godot #SoloDev #IndieGameDev
January 14, 2026 at 12:32 AM
In Tainted Grail: Fall of Avalon, I borked the main quest progress which lead me to only one option to pass a near impossible DPS check for my glass canon wizard. By using a channel spell that turns NPCs to cheese, I made cheese balls to bypass that challenge. Over 100 cheese balls…
December 28, 2025 at 12:30 AM
In Skin Deep, you can hack robots that are sent to kill you. When these hacked bots attack an enemy it triggers the alarm for the area because it found an ‘enemy’ and now the whole ship is sending killer robots who are not hacked to kill me. 10/10 what a game.
December 19, 2025 at 5:04 PM
Got stairs added with a dynamic step handler for the player! #Godot #IndieGameDev #SoloDev
December 12, 2025 at 2:20 AM
My favorite form of vibe coding.
November 29, 2025 at 1:32 AM
Added a light sensor, displayed as the progress bar next to the player's stats. #Godot #IndieGameDev #SoloDev
November 18, 2025 at 12:45 AM
Playing some Dishonored 1, there are a lot of camera details that I didn’t notice when moving around. Walking backwards while standing adds a pitch modifier to look slightly down, but this doesn’t happen crouched. They also have camera roll while moving horizontally.
November 17, 2025 at 9:14 PM
(╯°□°)╯︵ ┻━┻ #Godot #IndieGameDev #GameDev #SoloDev
November 3, 2025 at 2:38 AM
Added sliding to the game as a offensive and defensive option for the player. #Godot #IndieGameDev #GameDev #SoloDev
October 29, 2025 at 4:28 PM
How much fog? Yes.
October 25, 2025 at 10:35 PM
Added headbob and spring to make movement feel more responsive and have weight. Still needs some fixes and tweaks but feels a lot better than before. #Godot #IndieGameDev #GameDev #SoloDev
October 24, 2025 at 3:29 AM
Shotgun now has added diagonal points to the pattern and added random offsets to them. Refactored a few things so that the spread component feeds in data to the pattern component. Still more to do! #Godot #IndieGameDev #SoloDev #GameDev
October 21, 2025 at 3:40 AM
Video game intros that live rent free in my head: Castlevania 3 and Rondo of Blood: youtu.be/4SJaF8no9t0?...

youtu.be/sME5_tyRbkg?...
Castlevania 3 Japanese Famicom Version
YouTube video by Robert Kreese
youtu.be
October 18, 2025 at 10:37 PM
Here's the shotgun now with a set spread pattern with minor randomized offsets. Up next is to make the pattern better and to look into shuffling of patterns or just a single pattern.
#Godot #IndieGameDev #SoloDev #GameDev
October 18, 2025 at 1:40 AM
youtube.com/shorts/riFP0...

Gonna try this approach instead for pellet spread. You define a radius, number of rings, and pellets per ring. Add some randomized x and y to breakup the pattern. This way, it’ll feel consistent for the spread radius and avoid pellets clumping up together.
How Every Game Should Make Shotgun Spread
YouTube video by Philipp Harder
youtube.com
October 16, 2025 at 7:58 PM