The Murmuring
themurmuring.bsky.social
The Murmuring
@themurmuring.bsky.social
Solo indie game developer, using Godot 4 and C#. I like birds, especially corvids.
3D version of Belter. Getting better. Player ship, missiles, and asteroids all in 3D. Placeholder models for now. Still no sound, no particles, etc. #gamedev #godot #godotengine
September 7, 2025 at 12:06 AM
3D version in progress. #godot #gamedev #godotengine
September 5, 2025 at 7:53 PM
I feel pretty good about this project. So far I've got an Asteroids clone that has functional flying, shooting, scoring, "shield" instead of lives, temporary invulnerability, asteroids that break into smaller pieces, death, & respawning asteroids once the field is clear. #godot #gamedev #godotengine
September 5, 2025 at 1:14 PM
I grew up on these streets.
July 31, 2025 at 1:02 AM
Think I got all my dealing issues sorted out. I swear, off-by-one errors seem like 101% of my problem. #gamedev #godot #godotengine
July 22, 2025 at 7:43 PM
July 20, 2025 at 8:58 PM
Taking a break from my "big" game to work on a smaller game (hopefully), which will include Klondike solitaire as a primary mechanic. The app title gives a hint to the game's theme. Pixel card art is by Backterria (on itch.io). #screenshotsaturday #gamedev #godot #godotengine
July 19, 2025 at 3:02 PM
If I disable .blend import, it asks to save and restart, and a bunch of dependencies are broken after it does that.
July 5, 2025 at 8:50 PM
Meandering roads between POIs! Purple line is a road. Squares are placeholder POIs. Blue lines are rivers. Will eventually only be between large settlements and nearby villages. And if the road is long enough, I'll spawn an inn or shop at the halfway point. #gamedev #godot
May 28, 2025 at 6:32 PM
Getting there. Exterior doors are placed on the narrower end of the room if possible. I need to assign function to the rooms before I can go further and start adding cosmetics and possibly more outside (back) doors, archways vs doors, etc. #gamedev #godot
May 28, 2025 at 12:55 AM
Looks like doors are working well now, much more robust. Eliminated long, skinny rooms too. Added a little color to make the different tile types pop. #gamedev #godot
May 27, 2025 at 9:07 PM
I just LOVE off by one errors. I love them SO MUCH, I had to print out a ruler so I can count room tiles by hand to check everything manually, because I am NOT good with math. #gamedev #godot
May 27, 2025 at 7:15 PM
That's... not great. Have to rethink doors.
May 27, 2025 at 3:26 PM
On my generative bullshit again. Starting on rooms, it's going to be a looooot of work to get from this to a random city with streets and shops. I probably won't even need sprites for a while. #gamedev #godot #ScreenshotWhateverTodayIs
May 27, 2025 at 12:26 AM
Generating points of interest placeholders to see if the spread looks random or not. Looks pretty good. #godot #gamedev #indiedev
May 21, 2025 at 7:50 PM
Stress-testing my name generator. #godot #gamedev #indiedev #godotengine
May 20, 2025 at 6:32 PM
You may recognize this font without knowing where from.
May 7, 2025 at 5:26 PM
Editor themes are a very personal preference, but I have been using NotoSans for my game's UI for a while because it's so readable at small sizes & just realized (duh!) I should use it for the IDE as well. This is "Extra Condensed Regular" @ 16px. #godotengine #godot #gamedev
May 7, 2025 at 5:23 PM
Scaling up the Magic Numbers to look good with a 2000x2000 map which is my current goal for the game. Got a lot of wiggly-ness & few splits. The number of rivers looks good but I need to spread them out more and maybe lengthen them. Takes over 6 seconds to gen at this size.
May 5, 2025 at 9:40 PM
Had a bug where I aborted one pixel before reaching water, instead of stopping at the water. The program starts with the same seed so I can compare them, but I can generate a new seed and full map w/rivers in under a second right now @ 400x400.
May 5, 2025 at 6:38 PM
Looking much better.
May 5, 2025 at 6:21 PM
And another one.
May 5, 2025 at 3:56 PM
Good progress. I haven't done anything regarding collisions with water or itself or other rivers. I still need to end if it encounters any water, dry up in deserts, and maybe some kind of river avoidance to prevent these loops.
May 5, 2025 at 3:38 PM
Reworking it from scratch, here's a start. Purple lines are potential river sources.
May 5, 2025 at 3:09 PM
My river generation algorithm is kind of a mess. I end up with lots of squiggly lines. #gamedev #godot #indiedev #godotengine
May 5, 2025 at 12:36 PM