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)
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
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
the isopods don’t like it when you get too close

#gamedev #screenshotsaturday #godot
October 18, 2025 at 5:02 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
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
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
→ 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
nearby / item interaction / inspect UI (I’m using keyboard inputs but this also works with a mouse)
September 15, 2025 at 8:34 PM