DWD_WAVER
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dwdwaver.bsky.social
DWD_WAVER
@dwdwaver.bsky.social
PFP by Kasuga on Wikipedia
@dualworlders.neocities.org‬
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This gif mocks me incessantly every time I get sidetracked from my games
March 26, 2025 at 3:51 AM
私は炎
私に気にかける度胸がある者を燃やす
February 20, 2025 at 4:18 AM
Basic dummy entity/enemy, elemental reactions, and player attacks. Getting closer to where I was at before I started refactoring, though it'll still be a while to I get there (if I keep focusing on the visuals that is).
February 20, 2025 at 12:38 AM
Also: gravity switching. I made sure to do this early on so I didn't die trying to rework every physics script later on. I know its feature creep, but trust the process. The single gravity-based boss fight will be cool.
February 1, 2025 at 10:31 PM
Slow progress lately (due to EDF6), but I managed to get a debug console addon implemented (Simply Console by MarkVelez: github.com/MarkVelez/go...). I originally had my own implementation, but I got tired of fighting my code. Anyways: flight, noclip, self destruct, reset, etc. etc. Very epic
February 1, 2025 at 10:26 PM
Simple BSOD display when you die without extra lives (ideally this won't trigger an epileptic seizure). The player here is taking damage from hitting the wall at high speed, which would normally cause a crater/ricochet but since they're already at low health they just die.
January 20, 2025 at 4:22 AM
Unfortunately, with TikTok soon to be banned I actually have to become productive. So, I've gotten elevators to work. These will function as the transitions between most of the levels (excluding some special occasions) so I guess this is actually a pretty big milestone?
January 12, 2025 at 1:48 AM
Also, it's been nearly four years and we still haven't decided on a standardized stair-stepping algorithm in Godot. Maybe once we get more 3D action/platformer games this issue will get a definitive answer.
January 2, 2025 at 6:21 PM
Player controller works again, though I need to rework the surface impact system due to how inconsistent the current impact detection system is. Once it's fully working, the player (and other entities) should be able to ricochet off of surfaces or create craters.
January 2, 2025 at 6:01 PM
Currently refactoring the entire game, having to actively stop myself from trying to finish the UI design. If I had my way, I would've finished the UI and then scrapped it a couple months down the line when the game inevitably shifts in aesthetic. Such is life.
December 29, 2024 at 4:49 AM
First public play test of DATASPIRE... too many bugs...
December 6, 2024 at 2:47 AM
December 3, 2024 at 8:58 PM
Following the teachings of my Calculus professor, I'm giving up. I'd either have to mod the phase cloak system to support multiple modules (I literally JUST learned Java) or remove the engines. I'm removing the engines and writing lore to justify it.
November 25, 2024 at 3:34 AM
Instead of actually working on my game I've decided to start another side project, this time in Starsector. Now I've spent a month trying to figure out how to get engine lights to appear beneath a ship's sprite. I mean, it works. But I don't think multi-module phase ships were supposed to exist.
November 25, 2024 at 3:17 AM
May be too early to share prototypes but I messed around with this main menu concept for about 90% of that time and wasn't able to get it to "feel good" iykyk
Feels like the new menu lost some sauce but I think it'll all be okay in the end.
October 20, 2024 at 5:07 AM
Only took me a year but a proper intro sequence is finally coming together
Anyways, did you know that [WIN]+[.] lets you paste Kaomoji? b( ̄▽ ̄)d
October 20, 2024 at 4:57 AM
September 13, 2024 at 7:59 PM