Rutherford
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craze.co.uk
Rutherford
@craze.co.uk
Furniture enthusiast. Type designer at @mass-driver.com (this account mostly off-topic/personal)
mushroom sprites

#pixelart
November 11, 2025 at 6:27 PM
implemented an action log & connected up the health bar. I don’t want to go overboard with text effects, but:
- combat actions are colour coded
- more important actions (like attacks) are brighter than others (like harvesting)
- older messages are dimmed

(also health bar lag)
November 10, 2025 at 9:55 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
November 8, 2025 at 10:49 PM
this game won a Hugo Award and frankly it deserves another
November 3, 2025 at 10:20 PM
smashed up a cabbage. played with knives. new combat sounds.

(I don’t know what I’m doing)

#gamedev #sounddesign
October 29, 2025 at 7:20 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
October 25, 2025 at 1:29 PM
it’s pretty subtle, but I tried recording some of my own sound effects for the UI. (combat audio is placeholder/not mine)

#gamedev #godot
October 24, 2025 at 9:56 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
October 23, 2025 at 8:09 PM
a heist with a hoist. looters on scooters. this is 10/10 stuff
October 20, 2025 at 3:02 PM
the isopods don’t like it when you get too close

#gamedev #screenshotsaturday #godot
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
October 18, 2025 at 12:49 PM
added damage numbers & some hit fx — trying to make combat feel both snappy and juicy. (no audio yet)

#gamedev
October 16, 2025 at 7:48 PM
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
October 12, 2025 at 10:42 AM
- 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
October 4, 2025 at 3:23 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
October 3, 2025 at 9:09 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?)
October 2, 2025 at 10:04 PM
October 2, 2025 at 3:58 PM
René Magritte painting titles that sound like procedurally generated Dwarf Fortress tavern names
September 30, 2025 at 11:58 AM
Added a basic lighting system (& made the isopods react to it).
#gamedev
September 25, 2025 at 7:22 PM
heard you like containers. so I put containers in your containers
(implemented chests, randomised loot & openable items)

#screenshotsaturday #gamedev #roguelike
September 20, 2025 at 6:48 PM
this cube on the System minisite nearly killed me, but it is possible. feel free to try an off-the-shelf solution rather than trying to bash it together with css ¯\_(ツ)_/¯
September 18, 2025 at 7:36 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)
September 17, 2025 at 9:54 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
September 16, 2025 at 2:55 PM
nearby / item interaction / inspect UI (I’m using keyboard inputs but this also works with a mouse)
September 15, 2025 at 8:34 PM
I think I’m getting a feel for what this UI could be. Minimal, trying to avoid most common tropes (geo sans-serifs, little bits of art-deco filigree)
September 13, 2025 at 8:10 PM