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Fabs

@mecha-fabs.bsky.social
34 followers 43 following 156 posts

Biotech engineer developing a game in Godot. Posting procedural systems, shaders, art, and technical experiments. DevBlog: www.doublemetric.com

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Fabs @mecha-fabs.bsky.social · 29/09/2026
I am currently doing UI tests. I was testing using 3D for the UI, but I am getting a lot of jagged edges that I don't get with sprites, so I might stick with 2D anyway. #godot #indiedev #gamedev
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Fabs @mecha-fabs.bsky.social · 23/09/2026
Reinforcement logic is working; when the computer is outnumbered it will deploy reinforcements and try to keep a two mech advantage on the field. I haven't been able to win a battle yet, I need to update the UI to support the new play style. #godot #gamedev #indiedev
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Fabs @mecha-fabs.bsky.social · 17/09/2026
I took a break from development. I had never played Final Fantasy X before, and gave it a try. I am 70 hours in, and preparing for the final battle😅 . I shouldn't have played so much blitzball. I actually want to get back to development now, so I need to wrap this up. #ffx
ffx menu save data
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Fabs @mecha-fabs.bsky.social · 04/09/2026
have been working on mech placement and reinforcements. It looks simple but is one of those systems that touches multiple parts; is linked to the number of roads on the world map, positioning is random but deterministic if the node is revisited. #godot #gamedev #indiedev
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Fabs @mecha-fabs.bsky.social · 29/08/2026
When you are adding comments to a class and moving things around for clarity, without changing the code logic, and now the project doesn't compile. #gamedev
Hayao Miyazaki debugging poorly architectured C# code
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Fabs @mecha-fabs.bsky.social · 29/08/2026
I am implementing reinforcements, but found my "deterministic randomness" was not working. I am now in a rabbit hole of baking random tables and such. No visual progress, all code. Instead, here is a crab tank dancing in koopa beach, sound included. #blender #gamedev #indiedev
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Fabs @mecha-fabs.bsky.social · 24/08/2026
In the last weeks I decided to start a DevBlog. I am surprised how expensive the internet got in the last decade, hosting a blog and an email used to be cheap (am I misremembering it?). Anyway, I ended up hosting it as a GitHub page. Second gripe, why is GitHub so confusing?
A screenshot of the video game blog "double metric"
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Fabs @mecha-fabs.bsky.social · 21/08/2026
Latest work has been cleaning code and re-implementing broken features after moving to multimesh. Now range highlight is working again using multimesh! Visuals needs to be improved, but I kinda dig the honeycomb look. #gamedev #indiedev #godot
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Fabs @mecha-fabs.bsky.social · 15/08/2026
Hey kid, have you ever seen a group of mechs trash a forest? ... Would you like to? 👇 #gamedev #indiedev #godot
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Fabs @mecha-fabs.bsky.social · 10/08/2026
I finally completed implementing the tree multimesh. It *double* the FPS from 160 to 320! The hardest part was building the shader, as I couldn't really get it working with visual shader, and had to build my very first full shader in code. #gamedev #indiedev #godot
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Fabs @mecha-fabs.bsky.social · 03/08/2026
Moving grass to a single MultiMesh gave me +25 FPS, now at ~160 FPS, while running about double grass sprites. The main reduction was barriers, with better CPU usage. Next is trees. I need to build a new single material with a tree texture atlas. #indiedev #gamedev #godot
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Fabs @mecha-fabs.bsky.social · 31/07/2026
While prototyping, I ran out of frame budget. My guideline was, when I hit 140 FPS I will start optimizing. I am now moving all nodes to MultiMesh and unifying materials. The first target was the plane, gaining 25 FPS 👇 #gamedev #indiedev #godot
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Fabs @mecha-fabs.bsky.social · 28/07/2026
- Sir, we can watch the game now. - Great! Which one? - ...ehhh, all of them. #indiedev #gamedev #godot
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Fabs @mecha-fabs.bsky.social · 26/07/2026
I am building a new "reinforcements" tile. I want a rotating dish and I am leaning to use a low poly model instead of pixel art. I got a dish from TurboSquid, brought down the triangles from 1290 to 426, rigged it and animated it. Original and mod below #indiedev #gamedev #screenshotsaturday
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Fabs @mecha-fabs.bsky.social · 25/07/2026
My daughter just watched Back to the Future and loved it. Immediately started Back to the Future II. Do you know what this means!! THE POSSIBILITIES?! How age appropriate Robocop is do you think... like 10?
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Fabs @mecha-fabs.bsky.social · 24/07/2026
I made toucans, but they are so small that they look like a generic bird ☹️ . Silver lining, I can reduce their size to maybe 12px and make them white to modulate their color for parrots, red macaws... I really wanted toucans though 😔 #godot #indiedev #gamedev
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Fabs @mecha-fabs.bsky.social · 22/07/2026
🎵Small leaves keep falling on my head🎵 #godot #indiedev #gamedev
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Fabs @mecha-fabs.bsky.social · 19/07/2026
🎵Move tree, get out the way, get out the way tree🎵 #gamedev #indiedev #godot
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Fabs @mecha-fabs.bsky.social · 12/07/2026
Uhhhh, cloud forest ☁️🌳☁️ #gamedev #indiedev #godot
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Fabs @mecha-fabs.bsky.social · 08/07/2026
I spent so much time trying to create a bush, it sucks ☹️. #sadindiedev #sadgamedev
sucky pixel art bushWesley Snipes is about to shoot a bush
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Fabs @mecha-fabs.bsky.social · 06/07/2026
I am making pixel art trees, which is a first for me and I am enjoying the process a lot. The forest design is progressing and is giving me unintended AOE vibes, which makes me happy 🙂. Next steps, more trees and forest effects. #godot #indiedev #gamedev #pixelartㅤㅤㅤㅤ
video game isometric forest with pixel art treescollection of pixel art trees
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Fabs @mecha-fabs.bsky.social · 01/07/2026
I completed the save/load features for the scene editor. It was way more...nuanced that I expected. I had to learn about godot resources and refactor data into godot arrays. I was using C# lists and dictionaries...like a total noob. #godot #indiedev #gamedev
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Fabs @mecha-fabs.bsky.social · 27/06/2026
My young daughter started playing with editor and replaced grass with grass. Due to a bug, the grass enters in a highlighted state, so she took my laptop away to create a psychedelic effect. I think I am making the wrong game 😅 #gamedev #indiedev #godot
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Fabs @mecha-fabs.bsky.social · 18/06/2026
Solo gamedev is a rabbit hole. I wanted to implement the battle art direction, which made me work with lightning, then creating a grass system. Now I am building a scene editor for setup, but to save the scenes I started building a save system, then... #gamedev #indiedev #godot
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Fabs @mecha-fabs.bsky.social · 14/06/2026
I did some updates to the placement mechanics to fit better the new grass. Mech range highlight and place icon updates. I like the arrow, but needs tweaking. Synchronizing the tile animations globally gave me more trouble than expected. #gamedev #indiedev #godot
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Fabs @mecha-fabs.bsky.social · 31/05/2026
I am building a mech auto-battler strategy game, where you battle through a theater of operations to push back an invading force. Early stages but close to get a prototype of the game loop. #ScreenshotSaturday
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Fabs @mecha-fabs.bsky.social · 31/05/2026
Work has been a killer lately, but I did manage to squeeze some time. I implemented a stylized field/grass that I actually like. Also I kept the halftone shadow. It needs tweaking but is getting there. #godot #indiedev #gamedev
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Fabs @mecha-fabs.bsky.social · 13/05/2026
A project blew up at work and I got pulled to deal with it, so I have been very short on time to play around. Having said that, I have the early grass look with the shadow experiments. Is not half bad, but still working on it. #gamedev #indiedev #godot
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Fabs @mecha-fabs.bsky.social · 04/05/2026
Shadows can now be colored, per material. Will this look better than a straight toon shader? Probably not. But I am going to set the scene, see how it looks. #gamedev #indiedev #godot
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Fabs @mecha-fabs.bsky.social · 02/05/2026
Halftone lighting experiments continue. If I want to push this further, I think colors should be made by the actual CMYK dots, but I am discovering my models UV suck. So, unsure if I want to do that and be forced to fix them 😓 #gamedev #indiedev #godot
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Fabs @mecha-fabs.bsky.social · 28/04/2026
I fell in the rabbit hole of custom lighting, playing around with a halftone shadow style. I am supposed to be working on grass 😅 #indiedev #gamedev #godot
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Fabs @mecha-fabs.bsky.social · 26/04/2026
The battle selector UI is complete, for now. There is nothing else I want to add to it at the moment. Data is now dynamic depending on the location and added dynamic outlines and colors to improve readability of effects. #gamedev #indiedev #godot
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Fabs @mecha-fabs.bsky.social · 18/04/2026
I think I have the location UI in a good place. Next step is to update the UI information dynamically and then, BATTLE! #indiedev #gamedev #godot
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Fabs @mecha-fabs.bsky.social · 14/04/2026
Sometimes I think about Sakurai's video, on how game development is systems+content, and how sequels have a head start because the systems are mostly done. I feel like I am 70% done, but in reality I haven't exit the systems creation stage yet 🥲 #indiedev #gamedev
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Fabs @mecha-fabs.bsky.social · 11/04/2026
I have the first version of the selection UI in place. Still early, not quite sure on the looks, but ... is something. Heavily "inspired" by Metal Gear Ac!d 2. Heavily. #indiedev #godot
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Fabs @mecha-fabs.bsky.social · 31/03/2026
I am currently working on the UI, and this is how I am feeling right now. Good UI is HARD. #gamedev
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Fabs @mecha-fabs.bsky.social · 26/03/2026
So... I got distracted again 😅
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Fabs @mecha-fabs.bsky.social · 24/02/2026
I had a little issue with the Ivalice Chronicles. The first 15 hours was a full 90's nostalgia trip. I couldn't get enough. At hour 30 I was waiting for the game to end 😅
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Fabs @mecha-fabs.bsky.social · 25/01/2026
I implemented forests in the map, but made their presentation minimal, just map markings. They will impact the type of sites (no cities/capitals in forests). Also they will have poor logistics, which means I am also starting to work on the road system. #indiedev #godot
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Fabs @mecha-fabs.bsky.social · 24/01/2026
There are so many disciplines to learn in game development. One that I have avoid learning is shader code, relaying on shader graph instead. Maybe I should learn coding shaders, I think I am developing bad practices🫣 #indiedev #godot
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Fabs @mecha-fabs.bsky.social · 19/01/2026
I am working on updating the look of the overworld, and instead of trying to replicate terrain (3rd pic), I am now trying to make it look like a map instead. Heavily influenced by WWII maps. I think I like it better and will continue exploring this approach. #indiedev #godot
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Fabs @mecha-fabs.bsky.social · 10/01/2026
Finally was able to implement the frontline. Took me WAY more than expected, for just a simple line. One of those "no problemo, I have everything I need". But it was all problemo. #indiedev #godot
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Fabs @mecha-fabs.bsky.social · 12/12/2025
I sometimes think about the team that decompiled Zelda OoT, and how they found +15.000 functions in the code. Anyway, time for me to write another function for my game, I am sure I should be done with just a few more... #godot #indiedev #gamedev
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Fabs @mecha-fabs.bsky.social · 11/12/2025
In order to create the regions with Voronoi, I need to define the central points where the regions will be. Because the map is an actual mesh, I use the mesh vertices to get the (x,y) position and create a 2D map of the regions. 1/8 #godot #indiedev #gamedev
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Fabs @mecha-fabs.bsky.social · 09/12/2025
So, how are things going with implementing the art direction for your game? me: #indiedev #gamedev
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Fabs @mecha-fabs.bsky.social · 07/12/2025
It took me longer than expected, but I finally implemented a statistics class that tracks different values in both the battle and the campaign. Here is an screenshot after the battle 1/3 #godot #indiedev #gamedev
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Fabs @mecha-fabs.bsky.social · 03/12/2025
The world map is procedurally generated. This is an earlier version, although is close to the current build. It uses a shader to color the map depending on elevation, as well as flattening vertex for creating the sea, with an scrolling texture. 1/4 #godot #indiedev #solodev
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Fabs @mecha-fabs.bsky.social · 01/12/2025
I am currently working on an accounting system for the game (yay?). In reality, i am setting up the logic that tracks every mech deployed and every missile/bullet fired. In the meanwhile, here is a crab tank chilling. 1/2 #godotengine #indiedev #solodev
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Fabs @mecha-fabs.bsky.social · 29/11/2025
I discovered Chibi-Robo a couple of weeks ago, because my daughter asked about the box art. I am surprised about how it captured my attention in the first two minutes of the game. Is such a unique game with so much heart. 1/4 #chibirobo #indiedev
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Fabs @mecha-fabs.bsky.social · 28/11/2025
This is how one of the model looks like up-close. Is a low-poly model made in blender. This is a very early build, testing the model in a 3D space. 1/3 #godotengine #indiedev
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