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Ian Durra

@freddifish.bsky.social
213 followers 418 following 1.3K posts

Mostly solo game development occasional politics (Leftist)

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Ian Durra @freddifish.bsky.social · 18h
yea that makes sense. idk why I was trying to re-invent the wheel
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Ian Durra @freddifish.bsky.social · 18h
stomach's a good one. I'm definitely thinking of a few gags in that direction (no pun intended)
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Ian Durra @freddifish.bsky.social · 05/10/2026
guy who looks like a zombie but is just badly food poisoned #godot #indiegame what can I add to sell this better
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Ian Durra @freddifish.bsky.social · 04/10/2026
Yea I feel the same way. it adds a ton of ambience. And I enjoy emulating these quirks of retro consoles on modern hardware.
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Ian Durra @freddifish.bsky.social · 04/10/2026
Right now I’m applying a vertex-wobble shader-material manually to each model. To make a slider I would need to loop through every mesh at runtime and apply the shader-material, and assign its parameters. hopefully not too difficult to implement.
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Ian Durra @freddifish.bsky.social · 04/10/2026
Is vertex wobbling something players will want to turn off on a psx horror game? is it like screen shake
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Ian Durra @freddifish.bsky.social · 03/10/2026
to be clear a loosely coupled architecture is not for game jams, and is not for complete beginners (I was one very recently). but it makes large complex projects easier to manage, at the expense of additional overhead early on.
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Ian Durra @freddifish.bsky.social · 03/10/2026
Switching to a loosely coupled architecture means if there’s a problem with the quest system, changing that script will not impact the music system etc… it’s gonna enable me to respond to changes found during playtesting faster than before.
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Ian Durra @freddifish.bsky.social · 03/10/2026
I was writing tightly coupled code for my first two games using the event-bus pattern (a global script containing every signal). This made it impossible to re-use even simple modules like a quest system across games. Also made debugging a nightmare as complexity grew.
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Ian Durra @freddifish.bsky.social · 03/10/2026
most impactful #godot video I’ve ever watched. I went from reusing barely any code between projects to re-using entire systems overnight through the magic of dependency injection. Steep learning curve but benefits are immense. youtu.be/HkjOE4FbrXo?...
youtu.be
Replacing autoloads with scoped contexts for scalable Godot architecture
YouTube video by hoveringskull
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Ian Durra @freddifish.bsky.social · 02/10/2026
A horror game on a cruise ship. Added a tiny room where the ship's employees live. #godot #psx #horror
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Ian Durra @freddifish.bsky.social · 02/10/2026
oops accidentally didn't put the Korean translation in with the final Lucky Break build, despite paying for it... welp here the comes the Korean Language patch!
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Ian Durra @freddifish.bsky.social · 30/09/2026
forgot how much I like game writing, really can just put whatever you want, and the zanier the better. #godot also implementing a simple dialogue system was neat.
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Ian Durra @freddifish.bsky.social · 30/09/2026
this scared me so bad #godot Courtesy of a degrees-to-radians bug
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Ian Durra @freddifish.bsky.social · 28/09/2026
Pepper’s ghost contraption!
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Ian Durra @freddifish.bsky.social · 28/09/2026
Creepy hotel. Been having fun making 128x128 albedo-only textures using blender, ucupaint, krita, and #godot. Shoutout @passivestar.bsky.social who created a great tutorial on this process. passivestar.xyz/posts/proced...
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Ian Durra @freddifish.bsky.social · 28/09/2026
looking forward to it! and a discord chat could be cool to coordinate future bundles / or just discuss game dev.
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Ian Durra @freddifish.bsky.social · 27/09/2026
I saw a gamedev who was putting out 12 ai heavy games a year since 2022. sometimes releasing 2 in a month. But the reviews were mixed to bad for every game. I just don’t think it’s a winning strategy to pump out slop. Handcrafted, artisanal, human first, is the way to stand out. Less is more.
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Ian Durra @freddifish.bsky.social · 27/09/2026
“Signal up, call down” gets passed around very casually in the Godot circles. But imo 90% of people are not following this, as the implications of adhering to this pattern significantly change your codebase. imo the Godot docs don’t go far enough in explaining this best practice.
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Ian Durra @freddifish.bsky.social · 26/09/2026
Peglin rules. It has everything I liked about Peggle from back in the day + Slay the Spire progression.
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Ian Durra @freddifish.bsky.social · 24/09/2026
Feel this in my soul. intro to machine learning was one of the best classes I took in grad school. The space had so much creativity, and untapped potential at the time. Its a tragedy what it has become.
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Ian Durra @freddifish.bsky.social · 23/09/2026
This means I’ll be sacrificing some time early on in the next game to establish a code architecture that prioritizes loosely coupled modules by taking advantage of the Observer pattern, and dependency injection. I’ll be posting my architecture diagram when it’s finished. ✅
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Ian Durra @freddifish.bsky.social · 23/09/2026
For next game I want to spend the majority of dev cycles on responding to playtesting feedback, and iterating. To do this, I need clean architecture that is loosely coupled. Because if I need to remove/add a feature, I want it to be entirely independent of other systems in the game.
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Ian Durra @freddifish.bsky.social · 23/09/2026
I’ve been writing tightly coupled code up until now and it’s benefitted me while learning, as it enabled me to ship games. However once the projects grew in complexity it became hell to maintain. also made responding to player feedback very difficult as the code was one big knot. but no longer!!
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Ian Durra @freddifish.bsky.social · 23/09/2026
Halfway through the post-mortem.
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Ian Durra @freddifish.bsky.social · 22/09/2026
***post-mortem, uuhhh did not have an op.
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Ian Durra @freddifish.bsky.social · 22/09/2026
released Lucky Break today! Gonna write a fire post-op tomorrow
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Ian Durra @freddifish.bsky.social · 19/09/2026
got it working. Hid the ipad's default cursor, and handled it in game. Had to simulate all mouse_enter, mouse_exit, click events manually via area2d collision because mouse_warp() isn't supported on web/mobile. but we take those!
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Ian Durra @freddifish.bsky.social · 19/09/2026
I assumed that wouldn’t work b/c the iPad is capturing the mouse (I can’t even change default cursor icon via the game). but I’ll try it, and if it works I’ll feel silly!
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Ian Durra @freddifish.bsky.social · 19/09/2026
Anyone know how to flip the right and left motion of a Bluetooth mouse connected to an iPad? Up and down is correct but because of the mirror involved, mouse right is now left etc… all the text is backwards in game to compensate but mouse is still flipped left/right #godot #peppersghost
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Ian Durra @freddifish.bsky.social · 19/09/2026
A horror murder mystery that takes place on a Cruise ship
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Ian Durra @freddifish.bsky.social · 19/09/2026
irl game jam tomorrow, final Lucky Break development push, game release, then start figuring out what my next game will be
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Ian Durra @freddifish.bsky.social · 18/09/2026
Making a game that will be projected using a hologram. Part physical diorama, part digital interface. Turns out the digital UI is reversed and blurry, so i will have to compensate for that. This is why we prototype!
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Ian Durra @freddifish.bsky.social · 17/09/2026
small games are good for the soul. Working on an incremental in between development sprints of my main game. #godot
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Ian Durra @freddifish.bsky.social · 16/09/2026
A roguelike deckbuilder where you play as a degenerate gambling addict. I'm looking for players to join the public playtest. #godot #gamedev store.steampowered.com/app/4155880/...
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Ian Durra @freddifish.bsky.social · 16/09/2026
super happy to have gotten a build out. And with controllers and multiple languages supported 👀. I'll do a proper post tomorrow but now I sleep
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Ian Durra @freddifish.bsky.social · 16/09/2026
Opened the public playtest for Lucky Break. Been doing friends and family testing, and ready to open it up. store.steampowered.com/app/4155880/...
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Ian Durra @freddifish.bsky.social · 16/09/2026
Free Palestine. Zionists conflating criticizing Israel with anti-semitism makes American Jews unsafe. Furthermore there is no reason Jews need an ethnostate. Ending all military aid is the first step to undoing this.
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Reposted by Ian Durra
Lydian Games @lydiangames.bsky.social · 14/09/2026
🎉 Stories of Somnia has reached 10,000 wishlists! 🎉 I am thankful that so many people would want to see this game succeed. Thank you to all of our supporters, friends, and fans. I can't wait to bring you the full game. ⭐Try the brand-new demo on Steam ➡️ store.steampowered.com/app/3635640
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Ian Durra @freddifish.bsky.social · 13/09/2026
Yea way easier to conceptualize mentally. and ideally individual components can be used again on next game (actual results may vary).
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Ian Durra @freddifish.bsky.social · 13/09/2026
There also needs to be regulations on unlimited scroll. because it’s way too addicting. Companies should be limited in how addicting they can make their products.
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Ian Durra @freddifish.bsky.social · 13/09/2026
It’s not realistic to go fully analog in our society, but I think limiting some of the more toxic aspects (doomscrolling), can result in healthy interaction with technology.
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Ian Durra @freddifish.bsky.social · 13/09/2026
I’m coming to believe that Internet/phone is as good as you make it. Like personally I love Discord/Bluesky b/c I connect with awesome people in my mutuals. But Instagram/Tiktok are too addicting/toxic for me due to recommending strangers content.
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Ian Durra @freddifish.bsky.social · 13/09/2026
thats a good one, I like the end results people create in that tool. Definetly on my list of tools to learn
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Ian Durra @freddifish.bsky.social · 13/09/2026
I’m going the blender route. I looked into it more and the ucupaint plugin in blender allows for smart materials. A little less plug and play than SP but should get me most of the way there.
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Ian Durra @freddifish.bsky.social · 13/09/2026
The upfront architecture cost will be worth it when it’s easier to make changes later
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Reposted by Ian Durra
Whatever Works @whtvrwrks.io · 13/09/2026
Quick tour to show what I managed to make so far (and yes, I plan on changing the generic Blender brick texture... eventually...) #gamedev #indiedev #solodev #wip #godot #blender #b3d #screenshotsaturday
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Ian Durra @freddifish.bsky.social · 13/09/2026
cool, I'm excited to try some of this stuff out. See what I can do.
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Ian Durra @freddifish.bsky.social · 13/09/2026
Yea that’s a good point. There’s value in me learning the hand painted method as well. B/c once I have those skills will improve other aspects of technical art.
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Ian Durra @freddifish.bsky.social · 12/09/2026
I’m more genuinely surprised there’s not a cheaper alternative. SP is $200 for a lifetime license on Steam 👀 but I guess you are paying for those smart materials and algorithms.
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