Trevor of Salty Squad Games
saltysquadtrevor.bsky.social
Trevor of Salty Squad Games
@saltysquadtrevor.bsky.social
Founder of Salty Squad Games. Keep an eye here for more information about Strike the Earth's development!

Proud UVW union member
Feeling a lot better about this iteration of metal refinement. Now you can actually see the pulverizer, well, pulverizing the ore into ore dust. It already feels a lot more satisfying than just clicking through menu prompts and watching a progress bar fill.
December 8, 2025 at 5:13 PM
Told our artist that his main job right now is to practice and get better at making 3d models while I'm still working on building the foundations of Strike the Earth's code

His progress has certainly not been disappointing...
October 30, 2025 at 7:43 PM
Happy second anniversary of Strike the Earth development!

Our artist whipped this piece up mostly as a little treat for the development team featuring a lot of allusions to bugs that we've been tackling during development, but it's too good not to share.
October 28, 2025 at 4:38 PM
In Strike the Earth, your player built Hold will be a pool of light and safety in an ocean of darkness and peril. While your portable lantern is always burning through fuel, permanent light sources constructed in your Hold will never burn out.
October 14, 2025 at 3:16 PM
So. It turns out there's just an option in Godot to use triplanar mapping for texture coordinates. What a huge waste of the last week trying to calculate UVs manually, lmfao.
September 25, 2025 at 3:17 PM
Yeah, I don't think that the UVs for the procedural cave mesh are fixed yet...
September 24, 2025 at 7:47 PM
What I see in my branch vs what my artist sees in his branch. I really gotta get to a good spot for a pull request so I'm not stuck in "debug lighting hell" anymore.
September 19, 2025 at 4:48 PM
The game development experience is rapidly oscillating between "I have no idea what I'm doing" and "I AM THE GREATEST PROGRAMMER ALIVE!"

Relatedly, I've finally figured out how to get my base building blocks to snap together correctly and sanely every time.
September 17, 2025 at 8:46 PM
I love how smooth the voxel deformation in Strike the Earth turned out. Sometimes you just gotta look at a system you built and think "I did a great job here!" It's a ray of light in a sea of "AAH WHAT AM I DOING??"

Soon you'll be able to dig all sorts of metal ores out of these cave walls!
August 5, 2025 at 3:37 PM
Doing a little "Ambience" test with our voxel terrain system (sound on). It's still a little empty, but soon it'll be full of little cave creatures and precious ore to discover

#gamedev #GodotEngine
July 2, 2025 at 7:08 PM
Still plenty of work needed to flesh it out, but getting rudimentary base building working (and in multiplayer!) is a satisfying end to the work day in my book!
May 5, 2025 at 10:03 PM
What a difference 8 weeks of practice makes! Still plenty of room for improvement too
April 15, 2025 at 6:22 PM
What a polite looking gentleman. Riddle, on the other hand, is trying to sabotage my computer as we speak.
April 7, 2025 at 5:31 PM
Can't make a game about blacksmithing if you don't know how to blacksmith, after all.
April 1, 2025 at 7:43 PM