Swashbucklin'
swashbucklin.bsky.social
Swashbucklin'
@swashbucklin.bsky.social
Just a regular dad with interests in C# / .NET Development, game dev as a hobby (specifically Godot), RPGs, and historical strategy games. I'm probably going to use this account as a Dev Log for my side projects, so don't mind me!
Tesla Coil charge up animation
September 29, 2025 at 6:41 PM
WIP 3D printer UI and created mortar turret
September 22, 2025 at 12:46 AM
Brushing up on my Godot GPU particles
September 20, 2025 at 1:59 PM
When Godot tweens go wrong
September 20, 2025 at 1:59 PM
Godot 3D has been much easier to pick up than I thought it would
September 20, 2025 at 1:58 PM
Playing around with a 3D Godot project has been a real eye opening affair
September 17, 2025 at 1:46 AM
Does this look like the face of mercy to you!? #Godot #GodetteKills
August 16, 2025 at 12:40 AM
Some small updates this time:

- swapped out default font
- refactored menu and individual menu opening / closing to use signals
- updated resource GUI to reflect changes in army composition

#Godot
June 10, 2025 at 1:52 AM
Been awhile since my last #Godot update as the current work has not gone as quickly. As you can tell, a lot of it is UI / menu focused. It's not my strong suit but I'm starting to pick it up.
June 6, 2025 at 12:59 AM
Movement route display is done. This one wasn't as hard to do as I thought it might be.

#Godot
May 24, 2025 at 1:59 AM
Couple minor changes and couple bigguns:

Minor, all attack tiles are now highlighted. For some reason allies are highlighted red and not green... Weird. WIP

Major, tactics and ranged units are implemented! Only two tactics for now: charge (push and chase) and repel (push away)

#Godot
May 23, 2025 at 12:40 AM
I was running into some input issues on the previous action GUI and ended up reworking it. I like the way this version turned out though it still needs styled and themed.

#Godot
May 21, 2025 at 11:01 PM
Further progress on the user interface and player controls. Units can now be moved and then attack. A dynamic action GUI now appears.

Still has a lot of jank, but lots of progress tonight!

#Godot
May 21, 2025 at 2:39 AM
Godot Tactical Game Progress: functioning turns and enemy pathfinding!

It's almost starting to feel like a real game.
May 19, 2025 at 9:30 PM
Implemented simple unit vs unit attack in my Godot project.

The highlighting of the enemy units within range took me far longer to do than I'd like to admit. Thank goodness for dictionaries

Next up, turns and enemy AI.
May 19, 2025 at 2:30 AM
Minor progress for my current #Godot project:

The grid manager no longer requires unit spawns to be hard coded. Added spawn tile layer node and a function that grabs all spawn cells then iterates through the unit list and assigns them a starting position.
May 18, 2025 at 11:45 AM
Working on a turn based tactical RPG in #Godot. Not very far along but I have some basic grid management completed.

Trying to think of how I want to handle turns next. Should it be decided based on unit or faction. I can see an argument for both.
May 17, 2025 at 1:36 AM
First pass on my first #Godot boss fight

Real simple at the moment but it'll go through an idle phase then randomly select patrol, vertical leaping, or spitting.

I have an animation for a licking attack rigged up and ready to go but I'm not sure how I'll integrate it.
April 15, 2025 at 2:24 AM
Patrolling hyena enemy that will avoid gaps but jump them if possible.

#Godot
April 1, 2025 at 7:42 PM