Sign in

kiriume

@kiriume-mg.bsky.social
72 followers 32 following 62 posts

Aspiring indie dev learning every day Creating a game about living alone, daily chores & finding balance. Godot · Blender · Krita · Inkscape · Coffee ☕ 🖖

PostsRepliesMedia
kiriume @kiriume-mg.bsky.social · 5h
Working on skill progression. From picking up trash one piece at a time to throwing it from a distance. Sometimes you miss. Trash happens. #GodotEngine #GameDev #IndieDev 🦝
0115
kiriume @kiriume-mg.bsky.social · 26/08/2026
WIP: Storage. In this short video, the character automatically throws trash into any available trash cans - because, technically, trash cans "store" trash. The feature is working (as a proof of concept). #GodotEngine #GameDev #IndieDev 🖖
0111
kiriume @kiriume-mg.bsky.social · 16/01/2026
A nice chunk of work just to show a dark, messy screenshot. What you "see" here is a new system that checks your surroundings and allows or blocks actions. In this case, the room is simply too dark. Alright, back to my cave to keep working on the game. #GodotEngine #GameDev #IndieDev 🖖
Dark apartment kitchen scene with very low ambient light. Furniture and appliances are barely visible. A thought bubble appears over the character saying, "I can't dedust the table lamp. This place is darker than my future" indicating actions are blocked due to darkness.
0101
kiriume @kiriume-mg.bsky.social · 03/12/2025
Recently added early visual sound cues to the game and tweaked CC. Captions can be resized and recolored, and objects can now display written sounds like “CLICK” when they make noise. Still rough, but a small step toward better accessibility nonetheless. #GodotEngine #GameDev #IndieDev 🖖
Isometric view of a derelict kitchen with worn walls and mismatched cabinets. A character stands by a table under a dim light. Next to the lamp, a stylized “CLICK” onomatopoeia floats in a comic-like style, showing the new visual sound cue feature.
0152
kiriume @kiriume-mg.bsky.social · 22/10/2025
While I’m buried in importer code, behind-the-scenes tweaks, and other non-flashy stuff, I thought I’d share a new avatar: The Explanator. Coming soon to a help menu near you. #Godot #IndieDev #GameDev 🖖 Vis-à-vis
Chibi-style tanuki with white hair and beard, dressed in a light gray suit, sitting confidently in a dark office chair. The character has a stern yet wise expression - this is “The Explanator,” a mentor-like figure who will appear in help menus.
091
kiriume @kiriume-mg.bsky.social · 15/10/2025
WIP Been setting up post-importer scripts to streamline the Blender → Godot workflow. The kitchen’s still pretty empty, but these assets are now alive(ish) in-game - meaning they already behave as proper interactive objects. Still *lots* to do. #GodotEngine #GameDev #IndieDev 🖖
Isometric 3D screenshot of a small derelict kitchen as seen in the Godot editor. The walls are cracked and peeling, with cobwebs in the corners and exposed brick patches. There’s a mint-green stove, a white vintage fridge, a farmhouse-style sink, some cabinets and a small table with chairs on an old linoleum checkered floor.
0100
kiriume @kiriume-mg.bsky.social · 09/10/2025
Work in Progress. I’m wiring up the game’s settings menu - not exactly pretty yet 😅 but it’s getting there (?). You know the drill: first make it work, then -hopefully- make it nice. #GodotEngine #GameDev #IndieDev 🖖
Settings screen from an in-development game showing a beige paper-like UI. Tabs on the left list Accessibility, Gameplay, and Video. The main panel displays “Language: English” with a US flag, and options for auto-save behavior such as “Save at intervals” and “Maximum saves.” Three buttons at the bottom read Save, Reset All, and Cancel. The interface has a cozy, handmade feel with rounded corners and soft shading.
0102
kiriume @kiriume-mg.bsky.social · 01/10/2025
WIP From “shiny new” to “please don’t touch that wall -you may regret it” The kitchen style is shifting into full-on derelict mode: leaks, cracks, spiderwebs, exposed plumbing, the works. Not part of the game yet -Blender only for now- but getting there. #Godot #GodotEngine #GameDev #IndieDev 🖖
A clean, blocky 3D kitchen in pastel colors. It has a checkered orange-and-cream floor, cabinets, a white farmhouse sink, a retro blue stove, and a rounded blue fridge. A table with four chairs and a lamp sits in the center.A derelict 3D kitchen with cracked and peeling walls, exposed bricks, cobwebs, and water stains. The stove and fridge are still present, but the cabinets look worn and broken. Empty shelves clutter the space, and the floor has a retro green-and-red patterned tile.
0162
kiriume @kiriume-mg.bsky.social · 04/09/2025
Migrated the project to Godot 4.4 🎉 Also worked on several behind-the-scenes improvements. And for UI testing, here’s the new Inspect dialog — plus a brand-new “OK” button, tanuki approved 🐾. #Godot #GodotEngine #GameDev #IndieDev 🖖
Game screenshot showing a small kitchen scene in soft low-poly style. 
In the foreground, a parchment-like inspect dialog is open, describing a table lamp as “filthy” and “broken.” 
At the bottom right, a chibi tanuki avatar with a green foam glove gives a thumbs-up as the dialog’s OK button.
0102
kiriume @kiriume-mg.bsky.social · 28/08/2025
Hunger can now block tasks, and the first recipe unlock is in (thanks, Pedro Pimienta). I’m also testing Teppo & Sei -mischievous vs thoughtful inner voices- to narrate these posts as I shape their personalities. #Godot #GodotEngine #GameDev #IndieDev 🖖
A circular radial menu is shown with the option “Fix Light Switch” in the center. Around the menu, icons display skills and conditions, including a hunger warning.
On the left, Sei (angelic avatar with a halo) says: “My dear Teppo, cast your gaze upon this dial. It affords us an exacting account of our dwindling sustenance.”
On the right, Teppo (devilish avatar with small horns) responds: “Dial, wheel, gizmo - call it what ya want. What I want is a pizza - now.”A voxel-style character with a thought bubble on their head stands in a hallway, thinking: “The will is strong, but my stomach is stronger.”
On the left, Sei (angelic avatar with a halo) says: “Note well, Teppo: each rash attempt is answered by a most eloquent reminder of our impediment.”
On the right, Teppo (devilish avatar with small horns) retorts: “Eloquent, my shiny red foot. All I see are weakling’s excuses.”
061
kiriume @kiriume-mg.bsky.social · 14/08/2025
Sparks, repairs, and the to-do list app you didn’t know your phone needed. Sparking switches that show their wear, repairs that show their progress, and a phone that keeps your quests and tasks in check. Finally the first quest from start to finish -WIP™- #Godot #GodotEngine #GameDev #IndieDev 🖖
A small, isometric 3D room with floral wallpaper on two walls, wood paneling, and a dark wooden floor. Two doors are visible—one grey with glass panes on the left and another on the right—along with a radiator beneath a lit wall lamp. Near the back corner, a light switch sparks with bright orange particles. A blocky, voxel-style character stands in the foreground, facing toward the sparking switch. Another wall lamp near the right door is unlit.
1143
Reposted by kiriume
awr @awr.bsky.social · 12/08/2025
hate to be like this: if you or anyone you know needs a game engineer (worked with godot, unity, unreal, and proprietary engines), esp. with GPU, perf, tech art, etc. experience, or if you just need someone that knows how to write for dx12/vk you should probably hit me up!
26024
kiriume @kiriume-mg.bsky.social · 30/07/2025
Spent some time fixing a few long-standing issues that were driving me up the wall. Also started revamping the home assets dialog - new design on the right. This might help define the game’s visual identity moving forward. #Godot #GodotEngine #GameDev #IndieDev 🖖
Side-by-side comparison of the home assets dialog from the game.
Left: the old interface, showing a vertical list of assets with cleanliness status.
Right: a new, stylized version with a paper-textured background, soft shadows, updated layout, and cleaner font. The right panel features a more polished item preview with title and description. A blue placeholder icon represents a door.
050
kiriume @kiriume-mg.bsky.social · 24/07/2025
Last week I wrapped up work on the reward/penalty system for player choices. It’s already affecting gameplay behind the scenes - just no visuals yet. This week is all bugfixing. Pure joy™. Have an updated cooking tanuki while I bughunt. #Godot #GodotEngine #GameDev #IndieDev 🖖
Chibi-style tanuki wearing a chef’s hat and apron, cheerfully stir-frying vegetables in a steaming pan. The tanuki stands upright with a focused yet happy expression, tossing sliced carrots and green vegetables into the air.
0100
kiriume @kiriume-mg.bsky.social · 16/07/2025
Some actions are risky when you’re unprepared - maybe it’s wiser to walk away. …Or maybe not. Working on soft requirements, risky actions, and a new confirmation system. You can act while underleveled — but you’d better be ready for the consequences. #Godot #GodotEngine #GameDev #IndieDev 🖖
A radial menu in a game UI shows the action "Fix Light Switch." 
Two requirement icons are displayed: a green checkmark next to "Skill: Wiring" and a yellow warning icon next to "Level: 5." 
A chibi-style avatar in orange workwear is shown at the bottom left of the menu, representing the fix light switch action. 
The cursor is pointing toward this avatar. 
The background shows a dimly lit and blurred interior room. 
Below the image there is a caption that reads:
New: Soft Requirements
Some actions now have soft requirements - conditions that are not mandatory, meaning you can still attempt the action even if they’re not met.
Soft requirements that are currently unmet are indicated with a yellow warning icon.The player choice dialog shows a chibi tanuki-like character at the center, looking uncertain. 
A thought bubble reads, "I’m not REALLY sure I can fix this switch." 
On either side of the character are two avatars: on the left, a mischevious version wearing a devil onesie; on the right, an angel version with a halo and wings. 
Below the image there is a caption that reads:
Player Confirmation for Risky Actions
If soft requirements aren't met, you can still attempt the action - but success isn’t guaranteed.
The outcome depends on your level and other factors.
Succeed, and you’ll earn rewards. Fail, and you’ll face some penalties.The player choice dialog shows a chibi tanuki-like character at the center, looking uncertain. 
A thought bubble reads, "I’m not REALLY sure I can fix this switch." 
The mischievous avatar on the left now has its own speech bubble saying, "Here’s the plan: don’t blink, don’t flinch, don’t stop." 
The angel avatar remains silent. 
Below the image there is a caption that reads:
Choosing the Risky Option
The avatar on the left represents the risky choice - bold, daring, and potentially rewarding.
This option may lead to success… or consequences.The player choice dialog shows a chibi tanuki-like character at the center, looking uncertain. 
A thought bubble reads, "I’m not REALLY sure I can fix this switch." 
The angel avatar on the right thinks: "I recommend a methodical approach - preferably one that doesn’t involve firefighters." 
The mischievous avatar remains silent.
Below the image there is a caption that reads:
Choosing the Safe Option
The avatar on the right stands for caution, moderation, and self-preservation.
Choosing this option means avoiding risk - but also passing up the chance at greater rewards.
091
kiriume @kiriume-mg.bsky.social · 09/07/2025
Not all progress shows up on screen - this past week was all about reorganizing data and laying the groundwork for new features (no UI just yet). So in the meantime, please enjoy this new cleaning tanuki action icon. #Godot #GodotEngine #GameDev #IndieDev 🖖
Chibi-style tanuki character wearing a beige apron, headscarf, and face mask, holding a feather duster in one paw and a small bucket in the other. The tanuki looks determined and ready to clean.
0110
kiriume @kiriume-mg.bsky.social · 02/07/2025
Testing closed captions Now you’ll see captions like “stomach growls” when events happen, with fully customizable text. Also started reworking hallway textures & adding real assets (no more placeholders) #Godot #GodotEngine #GameDev #IndieDev 🖖
An isometric view of a small, empty room with patterned wallpaper, wooden floors, and two closed doors. A voxel-style character stands near a radiator under a wall lamp, facing away from the viewer. Yellow wavy lines appear near the character’s stomach, indicating hunger. At the bottom of the game screen, closed caption text reads “stomach growls” in italics. The surrounding UI card explains that closed caption support and customizable captions have been added for accessibility testing.
0102
kiriume @kiriume-mg.bsky.social · 25/06/2025
Now you can switch between default and short text in TTS, with both “inner” (your character) and “narrator” (menus, system) voices working together for clarity. Plus, a few tweaks behind the scenes. Still very early WIP and a lot to test. #Godot #GodotEngine #GameDev #IndieDev 🖖
A cozy isometric kitchen scene from the game, showing a turquoise gas range in the corner. A brown-haired character stands near the refrigerator. The gas range is highlighted with a speech bubble that reads: “Freestanding gas range with four burners. This is a freestanding gas range with four burners on top, control knobs in the front, and an oven below. It has a vintage-inspired look, slightly raised on four short legs.” At the bottom of the picture, the text says: “Long description version.”A cozy isometric kitchen scene from the game, showing a turquoise gas range in the corner. A brown-haired character stands near the refrigerator. The gas range is highlighted with a speech bubble that reads: “Freestanding gas range with four burners. A four-burner gas range with an oven underneath.” At the bottom of the picture, the text says: Short description version.”
0152
kiriume @kiriume-mg.bsky.social · 19/06/2025
Slow week. Spent some time setting up TTS on Ubuntu and finally got my first test working in Godot: The character inspects an object, triggering a popup and spoken text. #Godot #GodotEngine #GameDev #IndieDev 🖖
0152
kiriume @kiriume-mg.bsky.social · 11/06/2025
New rooms, lights, and layout tweaks. The hallway got wider, new doors connect the rooms, and lights now have working switches. Also added wainscoting and radiators. A lot of time went into admin work: organizing files, debugging, and code improvements. #Godot #GodotEngine #GameDev #IndieDev 🖖
A small, isometric hallway scene from the game.
The walls feature modular wainscoting panels along the lower half. The doors to the main bedroom and the patio are visible—one on each side—and a simple low-poly radiator sits between them, close to the bedroom door.
Two wall-mounted sconce lights are present: one is casting soft light and shadows, while the other is turned off.
The player character stands near the kitchen door in the left corner, facing right toward the patio door.
The scene is untextured but clean, showcasing early lighting and layout tests.
081
kiriume @kiriume-mg.bsky.social · 04/06/2025
Hi. Room transitions, a new test hallway, quick actions, and lots of behind-the-scenes plugin work, refactors and deeply meditative debugging. All condensed into 16 seconds of bliss 🥲 #Godot #GodotEngine #GameDev #IndieDev 🖖
082
kiriume @kiriume-mg.bsky.social · 06/05/2025
Been working in lighting, colors, and modeling (although mostly lighting). Tried lots of combinations, tweaked for hours... and I’m still not totally happy with it 😅 I’ll keep iterating and learning. I know it’ll eventually "click". #Godot #GodotEngine #GameDev #IndieDev 🖖
Kitchen after working with camera settings, adding backgrounds, different light sources, reworked 3D models, textures, and colors.
My deepest respect to all kind of artists.
091
kiriume @kiriume-mg.bsky.social · 22/04/2025
Hi! Life’s been busy, but I squeezed in a bit of dev time. Working on the apartment layout and redoing some assets, still figuring out a style that clicks for me (and hopefully for others too!) and learning about modeling along the way. #Godot #GodotEngine #GameDev #IndieDev 🖖
Inkscape layout of the game apartment, used to get a sense of space and try some ideasblender layout, moving inkscape ideas into 3D. Some kitchen appliances are already here.Redoing assets, trying new styles, and making many mistakes XD
082
kiriume @kiriume-mg.bsky.social · 15/04/2025
Hi, Been working on: Skills, Inventory, Object wear, XP, Visual clues. In the video: a bulb slowly wears out when turned on, flickers, then breaks. If you Got the skills and a spare, you can replace it. Broken one goes to inventory (as "used"). #Godot #GodotEngine #GameDev #IndieDev 🖖
0246
kiriume @kiriume-mg.bsky.social · 02/04/2025
Micro update Week focus was on under-the-hood refactoring for more robust asset integration in the game. Plus -even when not a fan of early optimization- a few changes dropped node usage by ~16% Have an electrician tanuki to add some color to the post. #Godot #GodotEngine #GameDev #IndieDev 🖖
Electrician tanuki
082
kiriume @kiriume-mg.bsky.social · 27/03/2025
Updates + Added wall clock, lamp, and light-switch models (still learning texturing, baking, and now Ucupaint) + Added on/off icon * Refactored code to improve Quality of Life (my life) (*) New models help test features that would otherwise be invisible. #Godot #GodotEngine #GameDev #IndieDev 🖖
051
kiriume @kiriume-mg.bsky.social · 19/03/2025
Some updates * The "one-click" delivery option now shows price and estimated delivery time for better clarity. * Introduced the first in-game smartphone app: Zappy. Browse and select from all available recipes. * Added a simple XP gain indicator. #Godot #GodotEngine #GameDev #IndieDev 🖖
Zappy "quick order" button shows price and time to deliver Starting to work on the smartphone "apps". The image shows the zappy app for food deliveryGained XP indicator.
082
kiriume @kiriume-mg.bsky.social · 11/03/2025
Update: Added the "Zippy app" (WIP) No ingredients? No time to cook? Struggle in the kitchen like Yor Briar? 💀 Fear not! Just place an order through Zippy and relax (*). #Godot #GodotEngine #GameDev #IndieDev 🖖 (*) At an additional cost. No XP gained. Other restrictions may apply.
093
kiriume @kiriume-mg.bsky.social · 08/03/2025
Tiny micro-update. Recipes can be (un)marked as favorites (easily expandable to other categories, but for now, it's just recipes ¯\_(ツ)_/¯). Filtering isn't here yet, but you can have a great time clicking that star to your heart's content. #godot #GodotEngine #gamedev #indiedev 🖖
Two images showing the before/after or marking a recipe as favorite (or not).
084
kiriume @kiriume-mg.bsky.social · 07/03/2025
Back after a couple of weeks away from the game. Trying out new action icons—the old ones were "fine" but a bit boring. Going for a cute Tanuki character. Using Inkscape for these since vector graphics make life way easier (especially when you're not an artist, like me!). #godot #gamedev 🖖
Showing the before and after icons for the cooking action (from a stick figure to a more cute version showing a tanuki aka Japanese raccoon dog)
051
kiriume @kiriume-mg.bsky.social · 11/02/2025
Working on the recipe selection screen #ui. First, make it work. Then, refine (grid-based layout looks solid). Finally, add themes and colors. It’s far from done, but I could tweak it forever. Time to move on. PS: Emojis = cheapest art. PS2: The #Godot icon is always there for you. #gamedev 🖖
Images showing the "stage A", mostly a draft to try the code behind and get a first impression on layout  Image showing "stage B", layout is mostly done after researching (checking other game's UIs). We are using a grid and changed the spacing.Image showing "stage C", layout is done (for this iteration) some missing bits were added as well as created all the themes, colors, fonts, spacing...
090
kiriume @kiriume-mg.bsky.social · 04/02/2025
Been tweaking models, textures, and settings in #Godot - just trying to make things look better. It ain’t much, but it’s honest work. #gamedev 🖖
Visuals before the changesVisuals after the changes - new models include walls, floor, and fridge, along with new textures and colors.
Also adjusting the camera, overall lighting, and testing depth of field.
0182
kiriume @kiriume-mg.bsky.social · 31/01/2025
Adding sound effects and small animations to make character status changes more noticeable—like a stomach growl when hunger turns to starvation. Thoughts can be turned off to avoid screen clutter, and the visual cue is intended to assist hearing-impaired players. #godot #gamedev 🖖
070
kiriume @kiriume-mg.bsky.social · 28/01/2025
Learning rigging and animation in Blender, and then importing it into #Godot using custom importers, has been a fun journey. The result is simple, but seeing it come to life was rewarding. (BTW, I'm trying to achieve a stop-motion effect). #gamedev 🖖
070
Reposted by kiriume
Godot Engine @godotengine.org · 21/01/2025
Do you want curated #GodotEngine news right into your email inbox? 📫 We started a newsletter to keep you in the loop! Subscribe to "The Nodeletter" here: godot.news/subscription...
godot.news
Subscribe - Godot Mailing Lists
2048747
kiriume @kiriume-mg.bsky.social · 20/01/2025
Diving into #UI / UX while learning #godot with this first iteration of a "Settings Menu." Proof that game dev isn't all explosions and ray tracing. Sometimes it's just… menus. 😅 #gamedev 🖖
0110
kiriume @kiriume-mg.bsky.social · 15/01/2025
@gameengines.bsky.social I would like Godot, please (and thank you!)
000
kiriume @kiriume-mg.bsky.social · 10/01/2025
Been tweaking the day/night cycle and added the first states in the game. Now you can clean only one object at a time, and the character actually walks to it before starting. Thrilling stuff, I know 😅 #godot #gamedev 🖖
1113
kiriume @kiriume-mg.bsky.social · 30/12/2024
After a long fight with a very silly bug (everything seems obvious once you find it! 😅), I added status info to the #UI. You can now hover over an asset or bring up a toggleable list of all assets in the room, filterable by 'condition' or status. #godot #gamedev 🖖
The image shows a filterable list of all assets in the room, alongside a hovercard displaying the status of the chair under the mouse cursor.
040
kiriume @kiriume-mg.bsky.social · 17/12/2024
Testing the inner monologue UI. It hints at room conditions, like how dusty things are, without spamming the player. Can be turned off. Baby steps :) #godot #gamedev 🖖
The character gazes at the dusty stove, a comic balloon thought bubble revealing their observation.
071
kiriume @kiriume-mg.bsky.social · 13/12/2024
Disclaimer: I’m no #ui or accessibility expert. Still, I’m working to make this #godot game as accessible as possible. Small feature: you can customize how much text icons display (name, state). Plus, I’m testing a progress bar design with color-blind-aware palettes. #gamedev 🖖
The image shows the UI that allows players to show or hide icon texts based on their preference. Too much unnecessary text can be distracting.

It also includes an example of the level indicator (a vertical bar) using a color-blindness-friendly palette. The bar is divided into segments to further emphasize the current level.
071
kiriume @kiriume-mg.bsky.social · 11/12/2024
Accessibility (prototype) The player will be able to choose the font size and whether they want an inclusive font (Inclusive-Sans), which "is a text font designed for accessibility and readability" I still need to work on the layout as the icons are too close to each other. #godot #gamedev #ui 🖖
Working on font size and family (WIP)

⁍ The left image shows the game current standard font size and family.
⁍ The middle one has the same font family but a 50% larger font size.
⁍ The right image has a readable font family (InclusiveSans-Regular) and a 50% larger font size.

Font size is a setting that can be adjusted in-game. The inclusive font will most probably be an option (checkbox).

Having this inclusive font should be helpful even if I use a very unconventional font.
050
kiriume @kiriume-mg.bsky.social · 08/12/2024
Working with internationalization and localization in #godot has been quite straightforward so far. I don’t have much content yet—just enough for some proofs of concept. I hope the bowl of rice is appropriate! If it’s not, please let me know. 🖖
An example of translated and localized text and icons in three different languages. The icon for English and Spanish features a dish with a fork and knife, while the icon for Japanese displays a bowl of rice.
030
kiriume @kiriume-mg.bsky.social · 05/12/2024
First post 🙂. Learning #godot and diving into game dev, from coding to publishing. Early stages. Here aiming for a diegetic UI: objects gather dust if uncleaned, turning gray & losing shine. Ongoing goal: make the UI inclusive & disability-friendly. Feedback always welcome 👋
A room with dust level at max. Objects are grey and the floor has no reflections.A room with dust level at min. Objects have their original color and the floor reflects its surroundings
160