Luca Pavone
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lpavone.bsky.social
Luca Pavone
@lpavone.bsky.social
Writer and Scribbler of Stuff
Chicken Flavoured Doom Mapper
Enjoyer of the Weird and Wonderful
Early this morning I mucked in on my own megawad! It was lovely, but it seems I've still got some bugs to squash with co-op softlocks. No matter - I need to get back into the swing of Doom and a little house cleaning is a nice start.

Here's something I was preparing earlier... #DoomMapping
October 25, 2025 at 3:55 AM
It looks like this.
October 24, 2025 at 4:15 AM
Oh hell yes. Thank you so much.

Have you shared your findings on the DW Linux thread?
www.doomworld.com/forum/topic/...
October 24, 2025 at 3:51 AM
To summarise what just happened to GZDoom today:
October 15, 2025 at 3:08 AM
Revisiting the test room of the other big project I had on the backburner and remembered building this big blue demon firing blasts of plasma-lasers, plasers! DecoHack is as powerful as those explosions! I wonder what sort of encounters he'll grace? #DoomMapping (Sprites recoloured by Doomkid)
September 28, 2025 at 1:04 AM
Okay time for #DoomMapping again. Maze of Plutonium upon you. Don't get hit by a control rod. Gotta do diff balances, co-op, and DM settings, but I am enjoying the challenge of two-speed Single Player/Deathmatch mappin'.
September 26, 2025 at 11:11 PM
The parry has something to do: Reflect projectiles back at enemies, and follow up with big strikes! The input HUD is in action too, player knockback on hit, (health updates pending), afterimage changes, and a max FPS switch for experiments - the physics holds up at 30 FPS. #Godot #GameDevelopment
September 15, 2025 at 9:40 AM
Freddie?
September 13, 2025 at 1:43 PM
September 12, 2025 at 4:32 AM
Been working on dryer things: Optimisation, afterimages, and getting a start on the heads-up display elements; partially lifted from the shoot 'em up game. Health display needs connection, input display's good - but I might use the latter space for something else later... #Godot #GameDevelopment
September 10, 2025 at 7:08 AM
Parallax scrolling! Timer and animation/animation change/cancelling improvements! Less Afterimages! Charged shoot attacks! A new noise for deflected hooks! I think this character is complete now, messing around with him is too much fun. #Godot #GameDevelopment
August 29, 2025 at 2:02 AM
I know the feeling. I made a bunch of maps for old play-by-posts, and decided to start attempts at adapting them into actual, playable spaces much later on.

The original maps were a crash course in messing with alphas, blurred copies of layers, and blends. Mess around and see what happens.
August 26, 2025 at 10:47 PM
Ah, I can finally repost this the way it was meant to be, with a little extra. Still dunno why this app fumbles GIFs so badly, they're practically the love-language of the pre-enshittified internet.
August 26, 2025 at 3:24 AM
Starting to implement a tileset and get used to it, while tightening up the hook, making things you can't grapple (with visual feedback, audio pending), adding slope angle to the ragdoll throwing, and a lot of weird edge-case control bugfixes. Busy busy! #Godot #GameDevelopment
August 26, 2025 at 2:41 AM
The theory from V. that Kilroy's a representation of a band-stop filter makes me wonder about the pareidolia angle.
August 25, 2025 at 10:25 PM
Time to start programming this handy dandy, all natural ingredients Broccoli man to fight by the dozens. Still so many sprites to do but let's get the entry level, minimum level Broccoli man created. #Godot #GameDevelopment
August 24, 2025 at 11:26 PM
Started drawing up the sprites for the goon I'll be reusing again and again to harass the player. Gotta lot of attacks and other actions to figure out but so far so good on the essentials. #GameDevelopment
August 23, 2025 at 11:05 AM
2025 and 2010.
#GameDevelopment
August 18, 2025 at 11:46 AM
Extending the grab and drag functionality with throwing! I'll refine this to have some new sprites and a means of aiming your throw soon, just giddy I got it working so quickly. #Godot #GameDevelopment
August 17, 2025 at 11:50 PM
Raycast Pincushion.
August 17, 2025 at 12:07 PM
Making the grabbed object jump with you allows for an approximation of throwing something I wanna refine more. It's addictive to tinker with this and get it feeling right. #Godot #GameDevelopment
August 17, 2025 at 4:00 AM
Finally, the hook can be used to drag things by holding the button down, and if you're quick you can capture things mid-flight and drag them back to your level! #Godot #GameDevelopment
August 16, 2025 at 3:29 PM
August 16, 2025 at 6:40 AM
A few additions to the character's movement and bug fixes, and making the most out of the new knockback system. It's fun figuring out how to juggle the practice dummies with the expanding toolkit. #Godot #GameDevelopment
August 16, 2025 at 3:58 AM
As part of looking back at the platformer, I decided to add something I've been meaning to: An uppercut. Then I fell into adding knockback, then facilitating the change, and now we have a simple combo string! #Godot #GameDevelopment
August 14, 2025 at 7:21 AM