Timo

Timo

@thecurlydev.bsky.social

https://thecurlydev.bio.link Senior Full-Stack Developer | Indie Game Dev Building Destination Empire What a privilege it is to be lost at sea.

156 followers390 following114 posts

More combat testing in Destination Empire: • Goblins now act more individually • They jump back after attacking • Hits feel more impactful on both sides • Better reactions for both player and enemies Still tweaking, but combat is feeling much better. #IndieDev #GameDev #Godot #IndieGames

After Gamescom 2026 and a few unexpected detours, Destination Empire is finally on Steam. There’s still a lot I want to improve, but it felt like the right time to share it and let people follow the progress. Wishlist: store.steampowered.com/app/4756640/... #GodotEngine #IndieGame #GameDev

store.steampowered.comDestination Empire on SteamDestination Empire is a 3D platformer hack-and-slash with fast tactical RPG elements. Fight large enemy groups, stop time with Kairos, quickly reskill to adapt your tactics, and switch to first person...

Big game update, smaller visual improvements: - 3D model → 2D sprite conversion via script (demo soon maybe) - Blaster SFX added, still rough / a bit unreal sounding - Not showing all gameplay updates yet, a few more tweaks first One other side quest fulfilled, new water vfx!

Testing my first pass at water ripple effects The main character now creates ripples while moving, jumping in, or running through water. Objects disturb the surface too, and bomb explosions kick up "bigger waves". Still rough, but it’s starting to feel alive.

Dev update: • Improved core gameplay • Added a new blaster for ranged combat • Moved all characters to 3D • Added an FPS mode • Started working on new level design More to come.

Dev update • Pooling fixes + less CPU from proc gen (not all heavy stuff pooled yet) • Clearer play area • Enemies react to player within grid • Sword deflects bombs • Big env improvements • Temp forest soundtrack test • No Steam Next Fest, maybe next year

Game Dev Update: - Camera top view angle again - Combat rework: tactical grid + side cam - Charged sword attacks + target select between enemies in sight - Timed sword deflect vs falling tower bombs - Sword hit range fixed + other bugs Gameplay’s finally settling in, WDYT? #Godot #indiedev #gamedev

My last update for 2025: - Tactical grid system (normal + multi attacks) - It was quite a fulfilling year: many tiny steps, many rewrites, and plenty of “almost there” moments. I didn’t finish everything I wanted, but the core idea is nearly locked in. - To 2026!

Another pre-xmas dev update: first SFX implementations - Footsteps per surface - Jump + dash - UI selection + upgrade select - Sword swings - Bombs - Water (why is water so complicated?) Everything feels way more alive though. Water VFX effects next #gamedev #indiedev

Small Dev update before x-mas: Skill system is getting along. • Re-roll skills • Dynamic skill slots • Quick descriptions • Level-ups = skill points • Main skill use point to unlock; main/child skills (after unlock) use points or gold. #gamedev #indiedev #Godot

Please be nice to my spider boss. She’s in that awkward phase between "goofy animation test" and "traumatizing one-shot encounter". #gamedev #WIP #indiedev #godot

Small Dev Update: - Reworked dialogue system - Testing new scripted scenes - First level boss fight nearly done - Final polish + tighter skill-system integration next - Goal: playable private alpha by year's end #gamedev #indiedev #Godot #GodotEngine

Dev update: - punchier hit VFX - layering/masking fixes; - ongoing progress in boss fight dev - better enemy visibility in tree-heavy areas - new group combat flow via manual "Kairos Charger" Not 100% sure about Kairos, but it's starting to feel right #gamedev #indiedev #Godot

Some update! 🎮 • Movement overhauled • Sword & communicator head now move in circular arcs • New sword animations + combos • New skill system approach • Mid-level boss fight almost finished • Pickable loot pops from barrels/objects #IndieDev #GodotEngine #GameDev

It’s been a while, but here’s a game dev update! - Improved level design - New trees with particle leaf effects - Fresh level textures + toon shader effects - The blocky “Minecrafty” look is gone Next up: - Performance improvements - Parallax upgrades - More sinister gameplay

Oh no, it's the unbearable Interdimensional Karen: a floating head that pops in, blocks your view & demands “to talk to the manager!”. Hilarious yet infuriating, still deciding if she stays or gets yeeted back to her own dimension. #gamedev

Between interviews and life events, I finally pinned down the menu revamp! Sleeker UI, easier visual tweaks, and a hefty "under the hood" rewrite. Graphics/UI will still evolve, but now I’m shifting to fresh level challenges, new hazards & objectives beyond enemy mobs. Onward!

Not much new to show yet, but a few updates: Reworked switching between bubbly messages and dialogue. Started the story Added a key character Added a short speed boost Forgot to remove audio, oddly, it fits More redesign & gameplay tweaks coming soon

Just wrapped up my @reactvienna.com talk! My threejs live demo glitched 😅, so I recorded a quick recap starring my shader sidekick, GobGob—this time the ending actually renders. (A few shader effects are not shown in the video, but you’ll get the idea!)

The cover might fool you, but inside is an unexpected mystery. Every time I thought the story had revealed everything, it kept unfolding with more twists. In true Japanese fashion, it dives deep into details, here, picture composition...and only comes together at the final pages.

update: .) simple box mesh grass (vs multi mesh grass, video below) .) first iteration of a menu (probably will change completly) .) change camera perspective to orthogonal instead of perspective

Give me all the features

Godot Engine@godotengine.org

Our first development snapshot for #GodotEngine 4.5 has arrived! The coming of Spring (in the Northern hemisphere) has thawed the thick cover of feature freeze which held many feature PRs in stasis. With a first harvest of ca. 400 PRs, it's time to start testing! godotengine.org/article/dev-...

Update: Testing a lot of new things. barrels, environment stuff, invisible walls, flying swords for melee. a not yet working grid duality mesh system for better visuals. Probably moving back to load multiple level chunks in one instead of adding/removing them on the "go"

Timo reposted