FOTD-Games
fotdgames.bsky.social
FOTD-Games
@fotdgames.bsky.social
Account for posting about games by FOTD Games

Generally Twin Stick Shooter, Roguelike, Godot based content.
fotd-games.com

I think i've cleaned up most of the bugs i know about, and i'm in a passable spot for a game at 0.3.x. Heh.

#gamedev #roguelike
December 5, 2025 at 6:36 AM
Oooooh man. Just got my new logo back from www.fiverr.com/dens_saputra (Gotta advertise the artist), and daum does it look better than the poor little nonsense i made.
December 3, 2025 at 4:27 PM
So, i've just pushed out a playable build of my game. "Roguelike Academy. Freshman Year"

fotd-games.com

This is version 0.3.0, so, while it's playable, and beatable, and most of the features are there... bugs likely abound.

All of the art, and music are placeholders.

#Roguelike #solodev
December 1, 2025 at 6:26 AM
It feels kinda like a cheat that just generating a level, rotating it 3 degrees, and lerping it past makes a decent title screen.
November 28, 2025 at 3:02 AM
I've built the worlds smallest randomizer. It's got a Sphere 0, a Sphere 1, and a Sphere 2. Proper logic is followed when laying out the items.

Sphere 1 requires either the key or the ring of jumping, sphere 2 requires *both*.

In theory, there's a sphere 3, ([key|ring] sword), but you can
November 26, 2025 at 3:51 PM
This is the first image of a succesfull spawn of the third floor, with the miniboss room, the stairs and everything connected.

I'd still call it a fail, because the way the corridor is drawn into the boss area breaks some specific corridor rules, but damn does it feel nice to have it in.
November 24, 2025 at 3:52 PM
I've been working on wizard spells. Here, we get to see one of the wizards starting spells (Curse of Life Drain, a DoT), and one of the more powerful spells, Ice storm.

#gamedev #roguelike
November 23, 2025 at 3:56 PM
Been a *while* since I've posted.

I've gotten pulled into a roguelike project, that's still nameless, working heavily with Claude.

Just pushed a 0.1.0 release this weekend. The warrior is the only class implemented "fully" and balance is... not.

genrl-gtft2.ondigitalocean.app

Super pre alpha.
November 10, 2025 at 5:11 PM
Working on a tileset generation tool for my own pipeline.

I'm betting there's tools that already do exactly this, but i don't know what they are, and it feels like the learning curve to find and master them is higher than the effort curve of just writing my own.
May 17, 2025 at 3:28 PM
ChatGPT just gave me a task. Hah!

It actually makes sense in context api.txt is a file i generate and pass back to the llm to prevent function name drift.

The llm doesn't know i generate it locally, and doesn't need to. but it's actually worked pretty well.
March 16, 2025 at 12:22 AM
This is just silly enough I felt like I should post it. I suspect people on both sides of the opinion on ChatGPT would find it somewhat amusing, if for different reasons.
March 14, 2025 at 2:25 AM
With the next step being beter UX and Tileset stuff in DungeonSmith, i decided i needed a tool to mark up tilesets with autotile data.

But, writing that is boring. So, instead, I coached a local LLM thru the process of writing it, in a language i don't use regularly.

#IndieDev
March 12, 2025 at 12:15 AM
It doesn't work. I suspect if you know how reactive works, you're giggling at me now.

So, i asked chatGPT what i was doing wrong, and it spat out the following code:

It works. It makes sense (mine didn't. heh). I'm researching right now to find out if this is correctly idiomatic.
February 9, 2025 at 6:17 PM
I've never felt quite as schooled as this:

DungeonSmith is using reactive mongo/webflux for some of it's microservices, mainly so I can learn how to work with it.

I'm still learning, so this was my first attempt at converting declarative saving code to reactive:
February 9, 2025 at 6:15 PM
You have to love false positives.

the scanner is absolutetly determined this packages containes Sudo somehow. Because the person who created it uses a organization name of "Sudo Plays Games"

Sheesh. Least it's easy to suppress.
February 2, 2025 at 4:28 PM
#DungeonSmith

Well, would you look at that.

Just a few hours to go from "gathering dust on the hard drive" to "Deployed on a digital ocean droplet, and working"

Had to entirely redo the deployment process for the server, and upgrade to java 17.

But, she runs.

Now... updates.
February 2, 2025 at 5:14 AM
I'm cleaning up and pushing up personal projects, so I can have them publicly available for Resume purposes, but it brought back to my attention the one game I have finished and published.

This was an entry for the #7DRL gamejam back in 2023.

It's essentially #MarioMaker but for #roguelites
February 1, 2025 at 7:01 PM
I've been working on various prototypes for gameplay, and I think i've found one I like.

So, it's wave and region based. In that there will be ~10 regions, every minute, a new region activates and spawns a number of waves of enemies.

Hope you cleared the last one.

(Remember, prototype)
December 23, 2024 at 5:38 AM
December 3, 2024 at 6:08 AM
Here we go. Got the new Skeletal Animation Sprite into my game, along with the bare bones of a new tileset to represent the interior of the warehouse.

I'm also fiddling with the lighting, but i've never even touched lighting before, so i'd expect changes upon changes.

Still learning the basics.
December 3, 2024 at 5:05 AM
And here's just idle animations doing the same thing.

Shortly after I send this, i'm gonna see about merging the animations with blend nodes in the Animation Tree, so i can use the upper body animations from the Idle with the lower body from the Walking.

#Godot
November 30, 2024 at 1:37 AM
So, i think i'm about half way through converting my POC Skeletal Animation to actual usable code i can put into my game.

Smooth transitions between six different directions, with animation sync between them all. Here's a basic walk cycle.

(Don't look too closely at the earring...)
#Gamedev
November 30, 2024 at 1:35 AM
It seems unfair that working with 2D animation means you need multiple skeletons for your sprite.

I just don't see how to get away with less than 4.
November 25, 2024 at 11:36 PM
Finished up my POC for skeletal animation in Godot. End result is very passable, and better than most of the programmer art i've produced in the past.

(You'll have to excuse the sashay when he walks directly up, the only reference i could find was from deviantart.....)

#Godot #Gamedev
November 25, 2024 at 1:58 AM
@bsky.app
You know what would be a wonderful feature, that would mesh well with starter packs?

A mass follow-back option on notifications like the one attached.

The problem is, if you expand it, and go into it, and try to follow people one by one, the notification changes, then disappears.
November 24, 2024 at 4:26 PM