Caveman Dev
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caveman.dev
Caveman Dev
@caveman.dev
An indie game dev based in the greater Seattle area.
I made a bunch of progress on a demo since several months ago. It's slow going since I'm the only dev, but I'm real proud of what I've done so far.

Protip: add a screenshot function to your game early on. I wish I had, but better late than never I guess.

#gamedev #godot
September 27, 2025 at 6:52 PM
It took a while but I finally regained access to my account. I was basically locked out since I wasn't able to get the 2FA email because I guess Bluesky has problems sending email to hosts that aren't well known like Gmail or Live or whatever.

Oh well, back to posting game dev progress!
September 27, 2025 at 6:42 PM
Now that I have some time to work on a bit of #gamedev, I'm in the process of implementing a hotbar. Since my game will have encumbrance, I'm thinking of taking a page from Abiotic Factor and making it so items on the hotbar weigh less.
December 18, 2024 at 7:49 PM
Some more #gamedev progress! Working on integrating my inventory system with actual gameplay and interactions. It's pretty rough right now, but I'm very happy with this so far. Side note, I'm rather pleased with the debug info text system I created for this that appears in the lower right.
November 16, 2024 at 9:37 AM
#gamedev progress. Been working on the inventory system for my FPS. Yesterday I implemented splitting stacks. Here I demonstrate swapping items around and into other containers, merging items, and how the split items behave when dropping them onto full stacks, partial stacks, and dissimilar items.
November 14, 2024 at 12:02 AM
Today's #gamedev adventure: figuring out how to create an enormous number of instances of grass and trees without tanking performance. I was growing a bit despondent since no matter what I did I couldn't cover even a fifth of the terrain without framerates dipping into the 30's. If I was lucky.
October 11, 2024 at 6:27 AM
I started getting into the weeds of learning about pathfinding for my game. It’s such a deceptively simple thing. There’s so many fiddly bits, and just when you think you got it right the agent will still choose a bad path and get stuck on random geometry and you spend hours tweaking it. #gamedev
September 28, 2024 at 3:04 AM
Sound warning. One of my very early tests. I wanted to see what would happen to a physics object trapped in between colliders. This was shortly after I implemented object collision sounds. Enjoy a watching box poop a crowbar with Half-Life collision sounds.
September 14, 2024 at 5:40 AM
Probably the hardest part about sharing progress on my game is that I have to be very careful about exactly what I show to avoid spoilers. For instance, there's a character I'm building a 3D model of, but I can't show it because it would actually be a major story spoiler.
September 10, 2024 at 8:18 PM
Reposted by Caveman Dev
You may have seen a video or two cross your timeline already… our team is putting the final touches on this feature as we finish up testing!

Video is almost ready for you 🤞
September 10, 2024 at 7:15 PM
Started up a profile here to post a bit about some progress of my personal #gamedev project. The game I'm making is heavily inspired by Signal Simulator and Voices of the Void. I hope to post some good progress I've made so far. Waiting for video support to be added for that. SOON.
September 10, 2024 at 3:23 AM