Nick West

Nick West

@nickwestdev.bsky.social

Still living in 200X I'm a professional UI designer / programmer working on an indie game in my free time. I also do a lot of 3D modeling. #godot #blender #gamedev #indiedev #art

1.8K followers57 following400 posts

I haven't posted much but I've been working on level graphics. Lots and lots of tiles. My thoughts are going to be grid aligned by the end of this.

I don't highlight my old work here. Mostly because I'm harsh on myself and see the flaws in it. But every time someone discovers my old projects they ask me to open source them. Using my ancient work is not a good idea. I didn't know what I was doing back then. But it's still cool that people care.

Nick West reposted

Most environment art I've shown is from level1. There's a reason for that. Starting out I needed to learn how to make maps. After level1 I built tools to make the process faster. This room took a week and most of it was time spent making modular tiles #godot #gamedev #indiedev #screenshotsaturday

Most environment art I've shown is from level1. There's a reason for that. Starting out I needed to learn how to make maps. After level1 I built tools to make the process faster. This room took a week and most of it was time spent making modular tiles #godot #gamedev #indiedev #screenshotsaturday

Nick West reposted

Time attack is a big part of my game, and I found a problem. If this boss does not use a certain move, you're not getting the best time. So you can now bait it into charging by running away. Then you can use the boom box weapon (it's weakness!) and knock it over #godot #gamedev #screenshotsaturday

Years ago I built a skybox tool in blender, and it's still what I use. But it was locked in an older version, because blender updates broke the cloud shader. But now that I've decided to use Blender 3 instead of 4 again, all of my art is on the same version. Clouds included. Silver lining I guess.

I'm programming another boss and because of how I structured enemies I was accidentally able to pick it up and throw it. I should turn this off... But I could also make it part of the fight. I think I'm going to follow the fun here.

MegaMan Network Transmission is one of my favorite games. But there are some things it never tells you that you need to know: You can slide under the legs of bosses. Cannons can be a standin for the megabuster until its powered up. Get 30 and make it a regular chip. The penguins drop double jumps.

Time attack is a big part of my game, and I found a problem. If this boss does not use a certain move, you're not getting the best time. So you can now bait it into charging by running away. Then you can use the boom box weapon (it's weakness!) and knock it over #godot #gamedev #screenshotsaturday

Make that 1 day. I have successfully backported every model from 4.2 to 3.6 and only 3 of them exploded. Now I just need to make sure my python scripts still work.

Nick West@nickwestdev.bsky.social

I've decided to downgrade blender versions. Somewhere along the line I started using 4.2. Originally I used 3.3. Rigify is way different now. The problem is the amount of extra steps it takes to do anything. Got some NLA tracks to fix, but it'll only take a few days. Time to get my speed back.

I've decided to downgrade blender versions. Somewhere along the line I started using 4.2. Originally I used 3.3. Rigify is way different now. The problem is the amount of extra steps it takes to do anything. Got some NLA tracks to fix, but it'll only take a few days. Time to get my speed back.

The final straw was adding additional bones to my rig, explicitly telling blender to parent them to DEF for the 3rd time, and having IK break on the game side again because the bones got parented to MCH anyway. Every time it does this I have to redo a character scene in godot. No more.

Nick West reposted

I added an attract mode to the the game. I think this is really underrated teaching tool. There are so many tricks I've learned about games just by watching demos on the title screen. Also, the game has a physical sun now with a lensflare shader. #godot #gamedev #indiedev #screenshotsaturday

I added an attract mode to the the game. I think this is really underrated teaching tool. There are so many tricks I've learned about games just by watching demos on the title screen. Also, the game has a physical sun now with a lensflare shader. #godot #gamedev #indiedev #screenshotsaturday

Nick West reposted

Andross from Starfox. Back when I was first learning 3D modeling I made this by eyeballing footage from the SNES game. It's one of my first models in Blender. #blender #art #StarFox

Nick West reposted

Only Multimedia Fusion veterans will understand what this comment means. Also, if you do get it, don't worry. This is code is for a minigame. Not the main one. I'm not that weird.

Only Multimedia Fusion veterans will understand what this comment means. Also, if you do get it, don't worry. This is code is for a minigame. Not the main one. I'm not that weird.

Nick West reposted

All over the game world you can find figure tokens. If you spend them at a figure machine, you can unlock characters in the model viewer. It's just a fun extra I wanted to add. Collectibles never gate progression. #godot #gamedev #indiedev

All over the game world you can find figure tokens. If you spend them at a figure machine, you can unlock characters in the model viewer. It's just a fun extra I wanted to add. Collectibles never gate progression. #godot #gamedev #indiedev