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nickwestdev.bsky.social
What? You can actually see this? Cool! 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
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I finished the game's opening. If you're wondering about the story, then this is the post for you. This also leads right into the gameplay with no loading screens. #godot #gamedev #indiedev

I finished the game's opening. If you're wondering about the story, then this is the post for you. This also leads right into the gameplay with no loading screens. #godot #gamedev #indiedev

Still working on cutscenes. They were planned a long time ago around the limitations I had back then. No real tools, limited facial animation, 5 minute load times between edits because of Unity. Mostly that last one.

You know where this pose is from. On a technical note it's great for testing rigs. #screenshotsaturday #godot #gamedev #indiedev

Don't mind me. I'm just recompiling inkscape to convert the spray tool into a brush so I can paint with vectors. This is not a good idea. But let's keep going and see what happens anyway.

So I just discovered that youtube's playlist shuffle feature has been broken since 2019. I'm not just imagining things. Alright Google I'll take my compensation for lost productivity now. I'd give you my details but I'm pretty sure you already know them...

While working on the game's opening I realized that I needed brightness and saturation controls. This is me messing with them. Also Izzy. #godot #gamedev #indiedev #screenshotsaturday

More NPCs. They tend to move around as the story progresses. This guy is a delivery driver. At the start of the first level he can't get into Helios. He enters it after you make it safe. And yes, the cargo-barge is used for a mission later on. #godot #gamedev #indiedev

While working on the game's opening I realized that I needed brightness and saturation controls. This is me messing with them. Also Izzy. #godot #gamedev #indiedev #screenshotsaturday

There's a user that's been on my drive. All the time. Su-su-sudo.

More NPCs. They tend to move around as the story progresses. This guy is a delivery driver. At the start of the first level he can't get into Helios. He enters it after you make it safe. And yes, the cargo-barge is used for a mission later on. #godot #gamedev #indiedev

In my earlier projects I use to share a lot of NPC conversations. I've held back so far because I really wanted to get them right this time. I think they're ready, but I've been staring at them for too long and now I'm too close. If something looks off, scream at me. #godot #gamedev #indiedev

A few years ago I decided that I would no longer buy electronics with un-removable batteries. I'm still sticking to that. Statement totally not related to anything announced today....

In my earlier projects I use to share a lot of NPC conversations. I've held back so far because I really wanted to get them right this time. I think they're ready, but I've been staring at them for too long and now I'm too close. If something looks off, scream at me. #godot #gamedev #indiedev

I added another door type because the first one was too easy to crash into while boosting. So if I know that a player is going to be performing a trickboost, I use the big door instead of the small one. #godot #gamedev #indiedev

HAAAAAAAAAAAAAAAAA

The character models have been cleaned up and I've started working on some of the missing ones. Mostly NPCs that I haven't revisited since the engine switch. I've got 1 left, but I realized that they're suppose to drive a delivery ship. And I haven't modeled it. Guess what I'm doing this weekend?

I added another door type because the first one was too easy to crash into while boosting. So if I know that a player is going to be performing a trickboost, I use the big door instead of the small one. #godot #gamedev #indiedev

I use textures to animate faces. In my shader the faces can be flipped, giving me 32 total faces instead of 16. The flip feature only works with constant keyframes though. This is what happens when you let it interpolate. #blender #gamedev #indiedev

Blender's rigify system changed since I last used it. IK handles keep resetting to none instead of root. That's ok I didn't need to animate today or anything.....

Cursor momentum is underrated. It makes laptop trackpads act like a trackball. I couldn't find a driver that supported it in linux so I wrote a python script. Now EVERYTHING is a trackball. It's great.

I use textures to animate faces. In my shader the faces can be flipped, giving me 32 total faces instead of 16. The flip feature only works with constant keyframes though. This is what happens when you let it interpolate. #blender #gamedev #indiedev

Still working on model updates, but here's something cool I haven't shown. All of my textures start as svg files, so their resolution is limitless. #blender #inkscape #gamedev #indiedev

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Still working on model updates, but here's something cool I haven't shown. All of my textures start as svg files, so their resolution is limitless. #blender #inkscape #gamedev #indiedev

1600 followers. 6 months of only posting here and I'm more than half way to what I had on the other site. Thank you all.

When porting my cel-shader to Godot, I used diffuse shading. But diffuse is per-pixel and the models didn't look flat. So now I handle the shadows manually. For ambient light, it turns out that setting diffuse to a float makes things flat while keeping the ambient color. #godot #gamedev #indiedev

When porting my cel-shader to Godot, I used diffuse shading. But diffuse is per-pixel and the models didn't look flat. So now I handle the shadows manually. For ambient light, it turns out that setting diffuse to a float makes things flat while keeping the ambient color. #godot #gamedev #indiedev

I added a simple but really important feature to the cutscene system. Light direction can be offset per-character now. This way if the shadows look wrong, I can just move them over a bit. #godot #gamedev #indiedev

Improving your art style is realizing that you forget to draw ears on characters. Every. Single. Time.

When implementing texture animation I included a test face. Faces use constant keyframes. If I use linear ones, things get weird. Sometimes Godot treats them as linear anyway, and this happens. I've started calling it the "blep". #blender #godot #gamedev #indiedev

I added a simple but really important feature to the cutscene system. Light direction can be offset per-character now. This way if the shadows look wrong, I can just move them over a bit. #godot #gamedev #indiedev

Not sure if anyone remembers, but this project use to be a Unity game. I've been porting it to Godot for the past year, and I'm finally out of things to port. That's why most of my posts have been about animation and models lately. Cleaning things up was where I left off.