pat-tweet.bsky.social
@pat-tweet.bsky.social
November 2, 2025 at 11:09 AM
made brandy to get drunk, made brandy flammable, made brandy throwable and splash into puddles of liquor, made lit torches ignite flammable substances when thrown, made fire spread to nearby puddles, made fire burn items and actors, and introduced about a million bugs #roguelike #godot #gamedev
September 25, 2025 at 12:05 AM
working on blackguards: blowguns are new ranged weapons with charges that inflict poison condition on enemies. really trying to emphasise the sniping from darkness gameplay style #roguelike #godot #gamedev
September 15, 2025 at 11:43 AM
ascii vs graphics #godot #roguelike #gamedev
August 30, 2025 at 12:23 AM
August 23, 2025 at 3:14 AM
here is the arcanist's infuse gem ability. You infuse a gem with a fire spirit which makes it explode on being picked up and then leave it around to kill unsuspecting innocents. I'm pretty happy that the item, ability and AI systems all come together nicely on this one #roguelike #godot #gamedev
August 22, 2025 at 10:49 AM
it's a bit hard to work out from this but the dude with the staff is a healer who doesnt fight but goes around casting 'nine herbs charm' and injured friends, a charm that gradually heals over time. This was a bit complicated with an all new ai but works well now #roguelike #godot #gamedev
August 11, 2025 at 10:48 AM
I made my first arcanist class power, which is basically my magic system but with the spells being more subtle than simply dealing damage directly. This one is offering food and wine to summon a slyph to follow you around as light source #roguelike #gamedev #godot
August 9, 2025 at 12:19 PM
testing out the confirm prompts for attacking allies on Olaf the Bald and all looks good. Here you can see poor Olaf going hostile and then friendly again and being offered terms before being finished off. The health bars are now coloured to show allied/friendly/enemy #roguelike #godot #gamedev
August 8, 2025 at 11:57 AM
the unsexy work of giving every entity a unique ID and working on properly serialising every piece of data means that complex AI states are now properly saved and allies now share knowledge of who has annoyed them between each other, as depicted below #roguelike #godot #gamedev
August 3, 2025 at 10:52 AM
it is hard to show action from a turn based game but i did 'offer terms' ability so you can show mercy to your bandit bros and chill around the campfire after a tough battle. using this is going to be a gallant class feature ability for goofy chivalry conduct rules #roguelike #godot #gamedev
July 28, 2025 at 10:42 AM
i had an issue where lit torches were being extinguished when thrown but now that's fixed and you can throw lit torches into dark room for illumination at a distance, although you need to be able to see the target square for it to work. next up flammable oil...
July 11, 2025 at 4:38 AM
playing with torches and lighting. when you equip a torch, you light it and it retains that effect when you drop it but gets put out when picked up and put into your pack. this lets the player do tricky things like light up an area with torches on the ground for combat #roguelike #godot #gamedev
July 11, 2025 at 4:32 AM
flame cloud effect - this will be the environmental effect that is used for burning objects, gases, actors, etc #roguelike #godot #gamedev
July 5, 2025 at 3:41 AM
mud fight with a skeleton #roguelike #godot #gamedev
July 1, 2025 at 6:04 AM