Darien
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Darien
@darien.ink
Game Dev / Filmmaker / Software Engineer
Making a wizard game where you program your own spells

darienyoder.com
Experimented with adding voxels to my game's terrain deformation system. It looks great but currently uses a ton of RAM. Time to optimize...

#gamedev #indiedev #godot #godotengine #wizards #wizardgame #voxels #marchingcubes
August 27, 2025 at 11:16 PM
#GMTK Day 1 progress: Added procedural terrain generation and made some funny looking horses.

#gamedev #indiedev #godot #gamejam #gmtkjam
July 31, 2025 at 4:17 AM
Added a tooltip to the spell editor

#gamedev #indiedev #godot #wizardgame #wizards #programming
July 19, 2025 at 9:17 PM
Working on force-field mechanics

#gamedev #indiedev #godot #wizards #programming
July 4, 2025 at 7:53 PM
June 21, 2025 at 8:37 PM
The spell language now supports input events, so you can set certain actions to happen whenever those keys are pressed. The events last until the spell is terminated, even if you're casting another spell.

#gamedev #indiedev #godot #wizards #programming
June 21, 2025 at 5:26 PM
Added some fancy effects to my game's text editor

#gamedev #indiedev #godot #wizardgame #wizards #programming #shaders
June 20, 2025 at 9:13 PM
Godot's subviewports are going to be the death of me.

#gamedev #indiedev #godot #wizards
June 17, 2025 at 9:03 PM
I added particle effects and decoration to projectiles. It's not much, but it looks a lot better than the default white spheres. The projectile's color is determined by parsing the code to see what spell it casts on a hit, while the size is based on the mana cost.

#gamedev #indiedev #godot #wizards
June 8, 2025 at 7:48 PM
This week's progress features post processing to give everything nice outlines and a mana system to limit spellcasting. Since all the spells are custom and often involve recursive casting, the game estimates how much mana is spent by parsing the spell's code before casting

#gamedev #indiedev #godot
June 7, 2025 at 9:50 PM
To make water flow down hills properly, I used 3 bits of each pixel in the heightmap to represent slope. When the mesh loads, each face calculates which direction in UV space correlates to downward motion, shown by the color of each pixel it covers.

#gamedev #indiedev #godot #screenshotsaturday
May 31, 2025 at 5:05 PM
My attempts at adding flowing water have resulted in some tasty looking Jell-O. I may use this for adding slime magic down the road.

#gamedev #indiedev #godot #wizards #yummyjello
May 29, 2025 at 9:45 PM
I made some new spells to test the ice and terrain systems. Most of them work by having a spell's projectile cast another spell in the air.

#gamedev #indiedev #godot #programming #wizards
May 28, 2025 at 2:31 AM
I've added temperature data to the height-map, so spells that affect heat can cause ice formations or start fires. The ice gradually melts on its own, but it can be melted faster by heating it.

#gamedev #indiedev #godot #wizards
May 25, 2025 at 10:47 PM
After a long night of writing shader code and search algorithms, I got the surface covering system fully working and optimized. It looks a little weird on sharp corners, but it's ready enough that I can start making spells that use this system.

#gamedev #indiedev #godot #wizards
May 24, 2025 at 6:27 PM
For elemental spells, I want a way for materials to cover the surfaces of a level for effects like freezing the ground and terraforming. I'm making good progress, but for now it just looks like chunky Splatoon.

#gamedev #indiedev #godot #wizards
May 23, 2025 at 9:23 PM
Here's a telekinesis spell I made in-game using the "push," "hold," and "scan" keywords. My goal for the game is to have lots of simple keywords that can be combined into more complex spells, so coding a spell feels like solving an open ended puzzle.

#gamedev #indiedev #godot #wizards #programming
May 22, 2025 at 9:08 PM
I added some more features to the spell editor, namely a list of your spells on the left side and a simple reference pane on the right. I also gave each spell a customizable icon to better distinguish them on the hotbar.

#gamedev #indiedev #godot #wizards #programming
May 21, 2025 at 5:38 PM
Got the spell editor working! I also played around with adding procedural effects to the text, like the wavy effect on the word "Launch".

#gamedev #indiedev #godot #wizards #programming
May 16, 2025 at 2:22 AM
I switched everything to 3D and played around with making spells. Next I'm going to work on some UI and an in-game spell editor.

#gamedev #indiedev #godot #wizards
May 13, 2025 at 9:17 PM
Back after a hiatus (college). I've started working on a game that lets you create your own spells with code. Here are two example spells that I made.
#gamedev #godot
May 11, 2025 at 6:48 PM
Got most of the mechanics figured out and blocked out a level. Now I just need to add some enemy animations and grind out more levels.
#GlobalGameJam
January 26, 2025 at 1:24 AM
Day one of the jam over, making good progress.
#GlobalGameJam
January 25, 2025 at 7:36 AM
Brainstorming some enemy ideas for Global Game Jam. This one is my favorite so far.
January 25, 2025 at 2:03 AM
Made it so I can load levels from an image file. This'll make prototyping a lot faster, and aside from that just makes designing levels more fun.

#gamedev #indiedev #fallingsand #cellularautomata
January 13, 2025 at 2:57 AM