dabbleworks.bsky.social
@dabbleworks.bsky.social
gonna cry
November 14, 2025 at 6:57 PM
all my dumb posts will be in the form of screenshots now, you can do that when you're the game dev
November 13, 2025 at 4:04 PM
Just found out that depth of field is REALLY easy to plop into Godot, I might leave this in for a bit and see how I like it
November 6, 2025 at 2:57 AM
fun fact, if you remove these carrots from the game then it deletes your save, considering adding more just to be safe
October 25, 2025 at 8:00 PM
I know it's not a healthy game dev habit to be obsessing over wishlist numbers, but this will definitely put a stop to it: my game got hit with a wave of bot wishlists... why? What could a bot-hoster possibly gain from having lots of games on their wishlist? Maybe to make the bots look legit? Weird.
October 17, 2025 at 8:48 PM
October 17, 2025 at 8:31 PM
look at this dapper man
October 15, 2025 at 12:12 AM
Get excited, we're doing one of these again. I've been busy and have some fun stuff to show off. See you Sunday night!
September 26, 2025 at 1:11 AM
I'm learning that a terrifying amount of things break when I remove the 60 FPS cap. Kat discovers that her true enemy was the player and decides to take things into her own hands.
June 25, 2025 at 1:14 PM
Status effect rolls in TTYD were always a bit opaque. The game does not plan on ever telling you that fuzzy has a 20% chance to ignore freeze effects. In an effort to make things simpler, I've actually made them more complex :) (1/5)
June 17, 2025 at 4:18 PM
TTYD had an under-used system wherein multiple copies of the same badge would yield some different effects. I'm expanding on that concept in Paper Robot with "Overclocking." Special modules will increase the effectiveness of nearby modules, like x2 for an HP Plus, or a stronger version of a move.
April 4, 2025 at 2:37 AM
The second round through chapter 1 is progressing. I keep deciding to add more stuff to each area which is... great? I guess? Still hoping to have a playable demo in a few months.
March 19, 2025 at 1:25 PM
Bitmap font! It took a little fiddling to get everything to line up, but my paper RPG now includes hand-drawn lettering. I tried to capture the feel of the Pop Joy font used in TTYD, I might need to go a bit thicker on the strokes and see if it's a bit more legible.
February 22, 2025 at 10:42 PM
February 21, 2025 at 3:33 AM
This is exactly the sort of dumb joke I want in every corner of my game.
February 13, 2025 at 3:11 AM
I mean this in the nicest way possible: blender material spheres
January 29, 2025 at 1:26 PM
I think I'm finally starting to get a foothold into shaders in Godot. This vertex shader is pretty straightforward but it's the first one I've made from scratch where I felt like I knew what was going on under the hood.
January 21, 2025 at 4:10 PM
Before and after. As you can see, after hours of work, we have achieved "left-facing" state.
January 6, 2025 at 1:19 PM
January 1, 2025 at 7:06 PM
December 29, 2024 at 1:19 AM
Finally started playing around with Twitch's built-in alert system. CSS animations are fully supported, so you can do some fun things with it!

I think hypothetically you could do some pretty out-there things with no JavaScript, but I still wish I could have a little JavaScript, as a treat.
December 23, 2024 at 3:35 AM
Finally have the base set of items done. Three for health, three for energy, nine combos to stack those, and one revive. Next up, I need to get some offense items and the obligatory status effect cure items.

Making a game really does come down to a million different little tasks!
December 20, 2024 at 6:40 PM
December 6, 2024 at 2:37 AM
So something I've been interested in for my RPG: what if TTYD badge system but inventory tetris? Someone talk me out of this, I have come up with plenty of cons but "it would be funny" makes a convincing argument.
December 4, 2024 at 1:16 AM
December 2, 2024 at 12:55 AM