🐈‍⬛ nara 👻
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narrrayu.bsky.social
🐈‍⬛ nara 👻
@narrrayu.bsky.social
queer, cult leader (not a real cult.. probably) gaming, writing, streaming, shouting into the void. on a journey to create a video game with no experience... come along for the ride, might be fun ¯\_(ツ)_/¯

@narrrayu pretty much everywhere else online
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idk why there's so much media lately about how to tell if a dude is being performative or not, if they're recording and posting a video showing how much of a feminist they are or whatever, that's performative... you can just be a feminist without broadcasting it for views, hope that helps!
October 20, 2025 at 6:48 PM
it's hard to exist on social media in a time when media in general is so untrustworthy, but i did publish an adult coloring book recently if anyone else finds prettifying curse words as cathartic as i do 💜 amzn.to/4qkL6EP
Color Me F#@%ing Relaxed: a stress relief coloring book for adults
amzn.to
October 20, 2025 at 4:43 AM
the best part of this rapture stuff to me - an atheist ex-catholic - is that if any of these people were good christians, they wouldn't have been panicking or making videos or any of that, because they would have spent their whole lives preparing (and doing so with humility) by being good people
October 6, 2025 at 1:41 PM
logging out of slack and outlook on my phone has been so good for my mental health
October 1, 2025 at 10:54 PM
been trying to side hustle my way into getting out of a toxic situation, but i did have some promising interviews this week so please cross your fingers, toes, arms, legs, eyes, and whatever else you can manage for me 🥲
September 25, 2025 at 4:00 AM
Reposted by 🐈‍⬛ nara 👻
from unity to godot to unreal and back again, my engine-hopping saga taught me the most important lesson (for me) in game dev: find what excites you. #indiedev #gamedev #cozygames #gameengine
game engine speed-dating
my chaotic journey through Unity, Godot, Unreal, and back again
open.substack.com
September 21, 2025 at 10:07 PM
not neglecting this project, just losing track of the day count, but recent progress includes working on a music vibe, identifying a more specific timeline i want to target for a demo ready mvp, and looking into business registration... in case anyone thought i wasn't serious about this
day 12 (i guess, but i've been working on story outline stuff so it hasn't really been 11 days since i worked on the game, just in the game engine) worked on a basic dialogue function in which interacting with an NPC will print specific dialogue on the screen based on certain factors, UI tweaks next
day 11ish (bc it was only like an hour of work): finally fixed an issue with the interaction mechanic that has been bugging me since i added it, also added an on screen prompt that appears when in range of an interactable object showing what key to press and what it does (e.g. "Press E to open")
September 17, 2025 at 5:19 AM
tonight i ordered proofs of the sweary coloring book i'm trying to publish, and i'm really excited to see how it turns out - stay tuned
September 17, 2025 at 5:16 AM
Reposted by 🐈‍⬛ nara 👻
every cozy game starts with burnout. mine did too - in the real world. new post on how stardew's opening cutscene mirrored my own life, and why it pushed me into game dev #indiedev #gamedev #cozygames #creativeburnout
learning to do things again
how burnout pushed me from endless meetings to actually making something
cultstudios.substack.com
September 15, 2025 at 4:27 PM
in other news, watching gameplay of borderlands 4 because i'm not paying $70 for it, especially with all reports saying it's optimized like shit for pc
September 12, 2025 at 3:39 PM
made a new account for the game progress, and a substack, but i'll wait to share until i have more to say lol i've spent the past few days trying to build a new, prettier task list for co-working streams
September 12, 2025 at 3:36 PM
day 12 (i guess, but i've been working on story outline stuff so it hasn't really been 11 days since i worked on the game, just in the game engine) worked on a basic dialogue function in which interacting with an NPC will print specific dialogue on the screen based on certain factors, UI tweaks next
day 11ish (bc it was only like an hour of work): finally fixed an issue with the interaction mechanic that has been bugging me since i added it, also added an on screen prompt that appears when in range of an interactable object showing what key to press and what it does (e.g. "Press E to open")
after dealing with the second death in my family this month, i've been spending my time dissociating into the item registry since i finally debugged it properly (i think) but i'll have a more productive update once i'm happy with the structure (almost there)
September 5, 2025 at 6:43 PM
i need to download coding into my brain like they do with skills in the matrix, it's frustrating to have such a clear vision of a thing but not the skills to bring it to life (nor the money to hire someone else to do it), this i shall keep shuffling along slowly and clumsily until i can
September 2, 2025 at 4:51 AM
today was a lot, and actually this whole year has been doing far too much and i'd really love if it would take a few months off to just let me exist in peace
August 27, 2025 at 4:08 AM
day 11ish (bc it was only like an hour of work): finally fixed an issue with the interaction mechanic that has been bugging me since i added it, also added an on screen prompt that appears when in range of an interactable object showing what key to press and what it does (e.g. "Press E to open")
after dealing with the second death in my family this month, i've been spending my time dissociating into the item registry since i finally debugged it properly (i think) but i'll have a more productive update once i'm happy with the structure (almost there)
day 10: created interactable chests and made them toggle the inventory/storage UI, applied new animations and then spent a whole lot of time figuring out the right transitions and timing to make them look the way i want (which is silly since they're on a placeholder character model anyway, but alas)
August 25, 2025 at 6:11 AM
Reposted by 🐈‍⬛ nara 👻
if you're ever trying to get someone into game changer, this image will pretty much catch them up to speed
August 21, 2025 at 7:03 PM
after dealing with the second death in my family this month, i've been spending my time dissociating into the item registry since i finally debugged it properly (i think) but i'll have a more productive update once i'm happy with the structure (almost there)
day 10: created interactable chests and made them toggle the inventory/storage UI, applied new animations and then spent a whole lot of time figuring out the right transitions and timing to make them look the way i want (which is silly since they're on a placeholder character model anyway, but alas)
day 9: reorganized things so i could make certain aspects load globally instead of on a scene. improved the appearance of the hotbar and inventory. then started on the item registry and broke something along the way.. so i spent the rest of the night debugging 🥲
August 21, 2025 at 6:25 AM
day 10: created interactable chests and made them toggle the inventory/storage UI, applied new animations and then spent a whole lot of time figuring out the right transitions and timing to make them look the way i want (which is silly since they're on a placeholder character model anyway, but alas)
day 9: reorganized things so i could make certain aspects load globally instead of on a scene. improved the appearance of the hotbar and inventory. then started on the item registry and broke something along the way.. so i spent the rest of the night debugging 🥲
day 8: improved the inventory system complete with placeholder items, hot bar, icons, and tooltips. included future proofing structure for storage. next i want to create a lightweight item registry to keep load times low & connect it so interacting with a collectable item adds it to the inventory
August 16, 2025 at 4:02 AM
a break from game engine spam for something much more important
August 15, 2025 at 10:57 PM
day 9: reorganized things so i could make certain aspects load globally instead of on a scene. improved the appearance of the hotbar and inventory. then started on the item registry and broke something along the way.. so i spent the rest of the night debugging 🥲
day 8: improved the inventory system complete with placeholder items, hot bar, icons, and tooltips. included future proofing structure for storage. next i want to create a lightweight item registry to keep load times low & connect it so interacting with a collectable item adds it to the inventory
day 6&7: got interactions to work based on where the character is facing (after a lot
of trial and error), created an accelerated day/night cycle so we can test growth, and a very basic inventory system. then i realized i'll have to come up with item IDs before i can really test it properly...
August 15, 2025 at 5:01 AM
day 8: improved the inventory system complete with placeholder items, hot bar, icons, and tooltips. included future proofing structure for storage. next i want to create a lightweight item registry to keep load times low & connect it so interacting with a collectable item adds it to the inventory
day 6&7: got interactions to work based on where the character is facing (after a lot
of trial and error), created an accelerated day/night cycle so we can test growth, and a very basic inventory system. then i realized i'll have to come up with item IDs before i can really test it properly...
day 5: added a house and more scenery, and then after some more camera frustration, i decided to tinker with godot a bit to see if it's really as beginner friendly as people say. this claim does seem to be true, and now i'm conflicted
August 13, 2025 at 6:07 AM
day 6&7: got interactions to work based on where the character is facing (after a lot
of trial and error), created an accelerated day/night cycle so we can test growth, and a very basic inventory system. then i realized i'll have to come up with item IDs before i can really test it properly...
day 5: added a house and more scenery, and then after some more camera frustration, i decided to tinker with godot a bit to see if it's really as beginner friendly as people say. this claim does seem to be true, and now i'm conflicted
day 4: kinda started over to simplify some things, but i managed to create different states for different environmental objects and make them appropriately change state based on player action (e.g. water + dry soil = wet soil), also added more animations and scenery stuff, it's progress!
August 11, 2025 at 12:50 PM
day 5: added a house and more scenery, and then after some more camera frustration, i decided to tinker with godot a bit to see if it's really as beginner friendly as people say. this claim does seem to be true, and now i'm conflicted
day 4: kinda started over to simplify some things, but i managed to create different states for different environmental objects and make them appropriately change state based on player action (e.g. water + dry soil = wet soil), also added more animations and scenery stuff, it's progress!
day 3: spent another huge chunk of time on camera stuff because i'm very picky apparently. but also added some minor environment pieces, interactable plants, directional lighting, and learned to create and apply my own materials and textures
August 9, 2025 at 5:46 AM
day 4: kinda started over to simplify some things, but i managed to create different states for different environmental objects and make them appropriately change state based on player action (e.g. water + dry soil = wet soil), also added more animations and scenery stuff, it's progress!
day 3: spent another huge chunk of time on camera stuff because i'm very picky apparently. but also added some minor environment pieces, interactable plants, directional lighting, and learned to create and apply my own materials and textures
day 2: got some free assets to replace my tiny bean with a humanoid, taught them to idle, walk, and run, added a cube and made it interactable (after a lot of trial and error). but nothing compares to the amount of time i spent trying to get the camera to follow at the right position and angle 🥲
August 7, 2025 at 3:59 AM
day 3: spent another huge chunk of time on camera stuff because i'm very picky apparently. but also added some minor environment pieces, interactable plants, directional lighting, and learned to create and apply my own materials and textures
day 2: got some free assets to replace my tiny bean with a humanoid, taught them to idle, walk, and run, added a cube and made it interactable (after a lot of trial and error). but nothing compares to the amount of time i spent trying to get the camera to follow at the right position and angle 🥲
day 1 unity practice as someone with no C# experience: made a tiny bean on a plane with roughly groundish color terrain and made it walk around with WASD without tipping over (then laughed as i walked it over the edge and watched it plummet), i call it progress
August 2, 2025 at 3:04 AM