Fabs @mecha-fabs.bsky.social · 29/09/2026I 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 0146
Fabs @mecha-fabs.bsky.social · 23/09/2026Reinforcement 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 2175
Fabs @mecha-fabs.bsky.social · 17/09/2026I 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 000
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 2132
Fabs @mecha-fabs.bsky.social · 29/08/2026When 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 172
Fabs @mecha-fabs.bsky.social · 29/08/2026I 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 181
Fabs @mecha-fabs.bsky.social · 24/08/2026In 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? 320
Fabs @mecha-fabs.bsky.social · 21/08/2026Latest 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 0143
Fabs @mecha-fabs.bsky.social · 15/08/2026Hey kid, have you ever seen a group of mechs trash a forest? ... Would you like to? 👇 #gamedev #indiedev #godot 1114
Fabs @mecha-fabs.bsky.social · 10/08/2026I 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 2183
Fabs @mecha-fabs.bsky.social · 03/08/2026Moving 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 0123
Fabs @mecha-fabs.bsky.social · 31/07/2026While 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 1123
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 072
Fabs @mecha-fabs.bsky.social · 26/07/2026I 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 0195
Fabs @mecha-fabs.bsky.social · 25/07/2026My 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? 010
Fabs @mecha-fabs.bsky.social · 24/07/2026I 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 1133
Fabs @mecha-fabs.bsky.social · 22/07/2026🎵Small leaves keep falling on my head🎵 #godot #indiedev #gamedev 0112
Fabs @mecha-fabs.bsky.social · 19/07/2026🎵Move tree, get out the way, get out the way tree🎵 #gamedev #indiedev #godot 1214
Fabs @mecha-fabs.bsky.social · 08/07/2026I spent so much time trying to create a bush, it sucks ☹️. #sadindiedev #sadgamedev 020
Fabs @mecha-fabs.bsky.social · 06/07/2026I 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 1172
Fabs @mecha-fabs.bsky.social · 01/07/2026I 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 1113
Fabs @mecha-fabs.bsky.social · 27/06/2026My 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 1143
Fabs @mecha-fabs.bsky.social · 18/06/2026Solo 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 1133
Fabs @mecha-fabs.bsky.social · 14/06/2026I 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 2111
Fabs @mecha-fabs.bsky.social · 31/05/2026I 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 152
Fabs @mecha-fabs.bsky.social · 31/05/2026Work 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 1122
Fabs @mecha-fabs.bsky.social · 13/05/2026A 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 093
Fabs @mecha-fabs.bsky.social · 04/05/2026Shadows 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 1113
Fabs @mecha-fabs.bsky.social · 02/05/2026Halftone 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 0165
Fabs @mecha-fabs.bsky.social · 28/04/2026I 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 0133
Fabs @mecha-fabs.bsky.social · 26/04/2026The 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 142
Fabs @mecha-fabs.bsky.social · 18/04/2026I 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 242
Fabs @mecha-fabs.bsky.social · 14/04/2026Sometimes 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 164
Fabs @mecha-fabs.bsky.social · 11/04/2026I 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 170
Fabs @mecha-fabs.bsky.social · 31/03/2026I am currently working on the UI, and this is how I am feeling right now. Good UI is HARD. #gamedev 042
Fabs @mecha-fabs.bsky.social · 24/02/2026I 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 😅 100
Fabs @mecha-fabs.bsky.social · 25/01/2026I 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 141
Fabs @mecha-fabs.bsky.social · 24/01/2026There 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 041
Fabs @mecha-fabs.bsky.social · 19/01/2026I 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 010
Fabs @mecha-fabs.bsky.social · 10/01/2026Finally 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 130
Fabs @mecha-fabs.bsky.social · 12/12/2025I 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 1102
Fabs @mecha-fabs.bsky.social · 11/12/2025In 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 1184
Fabs @mecha-fabs.bsky.social · 09/12/2025So, how are things going with implementing the art direction for your game? me: #indiedev #gamedev 1103
Fabs @mecha-fabs.bsky.social · 07/12/2025It 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 1113
Fabs @mecha-fabs.bsky.social · 03/12/2025The 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 130
Fabs @mecha-fabs.bsky.social · 01/12/2025I 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 151
Fabs @mecha-fabs.bsky.social · 29/11/2025I 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 111
Fabs @mecha-fabs.bsky.social · 28/11/2025This 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 160