Flatgub 🐝
banner
flatgub.dev
Flatgub 🐝
@flatgub.dev
Emily -=- it/she -=- enjoyer of bugs both insect and computer -=- occasional game developer -=- 🏳️‍🌈✨

www.flatgub.dev
"I should add some utility entities to my mapping setup to help make better test maps" has quickly spiraled into "we've got source engine I/O at home"

I haven't mapped for source in like 8 years but a handful of entities is enough for it to already feel like home again
#godot #gamedev #trenchbroom
November 16, 2025 at 2:39 PM
I've been having fun being a bit silly with the victory sounds for beating the built-in times now that saving and loading of PB times is in. Another testing build grows ever closer.

#gamedev #indiedev #godot
November 6, 2025 at 1:18 AM
the joke writes itself
November 3, 2025 at 2:46 AM
The new tutorial map is nearing completion. I'm happy with how it feels to play now, just need to start texturing it properly!

#godot #indiedev #trenchbroom
November 1, 2025 at 4:23 PM
Finally replaced my old 800x800m fog plane setup with individual fog volumes i can define as part of the map.

I'm getting silly with the colours here for testing but this does let me do more interesting things with interiors

#godot #trenchbroom
October 31, 2025 at 3:57 PM
And yes i'm already putting timetrial checkpoints in it ~w~
October 26, 2025 at 2:02 PM
Spending some time gray-boxing a new tutorial map. #godot #gamedev #trenchbroom
October 26, 2025 at 1:59 PM
My adventure into rebindable inputs comes to a close for now as I've implemented some UI for the system I wrote yesterday. I'm not 100% with the design here, I think it could be better, but this is good enough now for me to move back to actual gameplay stuff.

#godot #gamedev
October 22, 2025 at 2:55 PM
Today's tomfoolery:

While there's no UI for it yet, remappable inputs are now implemented. A side-effect of allowing any valid key or mouse input for any action is that you can now bind jump to mouse scrolling, which has... consequences.

I don't know whether i'll fix this or not ;)

#godot
October 21, 2025 at 2:14 PM
For UI sounds, yeah pretty much just that. Each "widget" (bool or float setting) contains its own audio emitter and plays sounds based on its own signals internally

For saving, I have an "Options" autoload which abstracts over ConfigFile and provides stuff like saving/loading/signals on change/etc
October 21, 2025 at 1:55 AM
I don't know if video encoding is gonna like me for this one but...

Behold the fruits of my labour! A modular settings menu! Saves to disk and everything! And some actual UI design instead of hastily thrown together shapes! I'm starting to get the hang of containers and theming #godot #gamedev
October 20, 2025 at 2:06 PM
sometimes its important to add a cheat for no reason other than to goof off as a treat

helps break up the more monotonous stuff #godot
October 20, 2025 at 12:07 AM
Spent a while today porting the LD-58 map from the janky setup I was previously using (exporting each trenchbroom layer as a separate map for lightmap reasons) to the new workflow, and as a bonus it gave me an excuse to add timetrial checkpoints to it!

#gamedev #trenchbroom #godot
October 18, 2025 at 4:59 AM
so it turns out the "add a timetrial mode" rabbit hole is surprisingly deep... its certainly fun though! there's still some things to fix but for now i'm gonna call this "good enough" so i can return to implementing actually important features :D

#godot #gamdev #indiedev
October 17, 2025 at 5:32 PM
I've been trying to embrace something I remember brendon chung mentioned with skin deep about making small maps to test one feature at a time, so i've been slowly developing a collection of test maps. I've raved about it before but funcgodot + trenchbroom makes my life so much better
October 15, 2025 at 2:59 PM
It started with adding a speedrun mode to the jam version that shows the timer and a speedometer and disables checkpoints in place of instant-respawn, and from there its just spiraled out of control
October 15, 2025 at 2:54 PM
So work on my post-jam version of "Fragmentation" started well but after a friend managed to beat the jam version in 34 seconds i've rapidly fallen down a rabbit hole of "what if i added a mirrors edge style timetrial-with-splits speedrun mode"

behold my crude test map for this mode #gamedev #godot
October 15, 2025 at 2:45 PM
alright it took six hours but the sound pass is basically done! i don't normally dip my toes into this level of audio design but i'm very happy with how this turned out!

#ldjam #ld58 #gamedev #godot #gameaudio
October 5, 2025 at 3:29 PM
Feeling pretty good so far!

#ld58 #ldjam #gamedev #godot
October 5, 2025 at 2:07 AM
it's not at all the direction i'm actually taking this project *but* it is surprisingly fun to just throw in a goldsrc character controller asset and run laps around my little test map #godot #gamedev
September 13, 2025 at 11:35 AM
I am once again up to stuff... #godot

(extremely placeholder "borrowed" textures not included)
September 10, 2025 at 3:50 PM
Game devs post your first shipied game and your latest shipped game:

hopefully one day i can manage a second one ~w~
August 27, 2025 at 7:50 AM
starting to learn pixel composer and already getting some results I'm really happy with

#pixelcomposer #gamedev
April 24, 2025 at 1:01 PM
its important to handle your firearms safely

#ldjam #ld57 #gamedev #godot
April 6, 2025 at 1:45 PM
in typical flatgub fashion i have once again overscoped and may not finish on time. For once I'm medicated for ADHD and its definitely helped avoid tunnel vision, but I still just underestimate how long things will take me.

I'm having fun at least, thats what counts :D

#ldjam #ld57 #godot #gamedev
April 6, 2025 at 1:43 PM