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Oli on Quest

@oli-on-quest.bsky.social
56 followers 159 following 69 posts

A quest with no map. Cats are non-negotiable. Godot and Bevy, more side projects than time. olis.quest

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Oli on Quest @oli-on-quest.bsky.social · 8h
Spellbyte's island had one closed ring of sand round its coast. I changed the generator so sand needs a cause: a bay, a river mouth, dunes. Sand went from more than half of the waterline to under a third; elsewhere grass or forest meets the water over an earth bank. #GameDev #IndieDev #VoxelArt
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Oli on Quest @oli-on-quest.bsky.social · 14h
Young volcanoes in Spellbyte grow tall enough to reach the snowline now. The cold side carries ash-stained snow, the crater and its rim stay bare, and the lava glows properly since the HDR display. I cut a notch in the rim to see what the lava does with the snow. #GameDev #IndieDev #VoxelArt
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Oli on Quest @oli-on-quest.bsky.social · 10/10/2026
Reworked how Spellbyte places its biomes. Every island gets one prevailing wind now, and its rain decides where the forest grows. The volcano sits upwind at the end of a range, so its ash drifts across the island instead of away from it. #GameDev #IndieDev #VoxelArt
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Oli on Quest @oli-on-quest.bsky.social · 10/10/2026
Reworked the ground cover in Spellbyte. Plants grow in drifts that follow the biome now, and the live water decides what gets drawn, so whatever a flood covers a quarter block deep goes under and stays gone. #GameDev #IndieDev #VoxelArt
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Oli on Quest @oli-on-quest.bsky.social · 09/10/2026
Been playing with portal loops in Spellbyte. A portal on the floor with another one right above it, and the fall just never ends. Two walls with portals facing each other do the same sideways, so you can walk that hallway forever. #GameDev #VoxelArt #BevyEngine
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Oli on Quest @oli-on-quest.bsky.social · 09/10/2026
I reworked the water to match the lava. It's built from small voxel columns now, each with its own little motion, and ledges step down instead of ending in a hard wall. Lava and water finally look like they belong in the same game. #BevyEngine #GameDev #VoxelArt
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Oli on Quest @oli-on-quest.bsky.social · 09/10/2026
Pseudoradius commented that lava cools where it meets the air, and cooler lava is darker. My shader had it backwards, so I flipped it and grouped the voxels into crust plates. Thanks for the idea, Pseudoradius! #GameDev #VoxelArt #BevyEngine
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Oli on Quest @oli-on-quest.bsky.social · 08/10/2026
I gave Gizmos Music a Rainy Day theme this week and wrote Blue Drizzle for it, a 12 second lo-fi loop at 80 BPM. After four rains that sounded off, the rain is just a quiet recording now, and the raindrops became little piano answers between the phrases. #GameDev #GameMusic #LiveCoding
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Oli on Quest @oli-on-quest.bsky.social · 07/10/2026
I redrew every cat scene on my server dashboard. The cats are pixel art made of half blocks now, the furniture only fills space a scene leaves empty, and one cat reads out jokes from joke APIs. #ASCIIArt #Homelab #Devlog
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Oli on Quest @oli-on-quest.bsky.social · 06/10/2026
I've been reworking the lava and ironing out a few jumps in its movement. It's looking a bit smoother now. #Bevy #VoxelArt #GameDev
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Oli on Quest @oli-on-quest.bsky.social · 05/10/2026
I gave the text dashboard on my server monitor a break mode. Every few minutes a cat scene takes over the host row or the quota row for half a minute. Everything stays plain console text in 16 colours. #Devlog #IndieDev #ASCIIArt
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Oli on Quest @oli-on-quest.bsky.social · 05/10/2026
PurrStack is what I got when I asked how a club beat would sound if a cat programmed it. 137 BPM speed garage, a tiny synth hook, a wobbly bass, a synthesized nya, and a loop with no start or end. The editor in Gizmos Music splits into boxes now as well. #GameDev #GameMusic #LiveCoding
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Oli on Quest @oli-on-quest.bsky.social · 04/10/2026
I'm working on something new, and this court is part of it. Every character gets its own home behind the same portal. #GameDev #BevyEngine #VoxelArt
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Oli on Quest @oli-on-quest.bsky.social · 03/10/2026
Early train to HeroFest in Bern 🚆 Leaving Lake Constance behind for a day of games and hopefully a few new ideas. Anyone else going today? #HeroFest
View of Lake Constance from a train window on an overcast morning. Green fields, a farmhouse with a red roof and a road in the foreground, with the lake and distant hills behind them.
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Oli on Quest @oli-on-quest.bsky.social · 01/10/2026
I used pipes and rusty panels for Clawfare's city cat trees. The pink beds stayed because I wasn't ready to give those up. #Godot #GameDev #GameArt
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Oli on Quest @oli-on-quest.bsky.social · 01/10/2026
I carried Clawfare's forest onto the islands across the water. Here's the old and new skyline in the morning light. #Godot #GameDev #WorldGen
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Oli on Quest @oli-on-quest.bsky.social · 30/09/2026
I rebuilt Clawfare's clouds with finer voxels and three wind layers. The cat silhouettes stayed. Here's the same view before and after. #Godot #GameDev #GameArt
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Oli on Quest @oli-on-quest.bsky.social · 30/09/2026
I joined more of Clawfare's rooftops with bridges. The city generator gives me a few more ways around above the streets now. #Godot #GameDev #GameDesign
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Oli on Quest @oli-on-quest.bsky.social · 30/09/2026
I took the box mountains out of Clawfare's forest backdrop. The outer islands use the map generator now, with a water gap around the arena. #Godot #GameDev #WorldGen
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Oli on Quest @oli-on-quest.bsky.social · 29/09/2026
I made a snowy version of Clawfare's cat trees. The beds use the snow material, with wooden dens tucked below. #Godot #GameDev #GameArt
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Oli on Quest @oli-on-quest.bsky.social · 28/09/2026
I tried sandy beds and cardboard dens for Clawfare's canyon cat trees. The generator picks their spots, so I can fuss over the furniture. #Godot #GameDev #GameArt
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Oli on Quest @oli-on-quest.bsky.social · 27/09/2026
I gave Clawfare a voxel sun and a cratered moon. The clouds cast shadows and the stars twinkle now. Here's a sped-up look at the sky cycle. #Godot #GameDev #GameArt
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Oli on Quest @oli-on-quest.bsky.social · 27/09/2026
I gave Clawfare's forest cat trees mossy cushions and wooden dens. Matching the materials helped more than adding another platform. #Godot #GameDev #GameArt
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Oli on Quest @oli-on-quest.bsky.social · 27/09/2026
I gave Clawfare's moon voxel craters and softened the star twinkle. The moon follows the round clock, and the star field turns through the night. A small sky detail I wanted to get right. #Godot #VoxelArt #Devlog
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Reposted by Oli on Quest
凡ᥲx̷íí⳽⳽եσᥕ@ᥲƙíí ~ ( Axistowaki ) @axiisstowaakii.bsky.social · 26/09/2026
Schönen Samstag 🐮👅🐈‍⬛ #Schönesgegendoofes
Kuh leckt überraschte schwarz-weiße Katze, die auf einem Holzpfahl sitzt, im Freien mit Gras und Bäumen im Hintergrund.  Netzfund
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Oli on Quest @oli-on-quest.bsky.social · 26/09/2026
I reworked Clawfare's seeded cities. The generator mixes taller blocks with low houses and links the rooftops. I also closed the roof holes and softened the hills around the streets. #Godot #VoxelArt #Devlog
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Oli on Quest @oli-on-quest.bsky.social · 23/09/2026
Still working on my music software. Today it learned to scroll the code along with the song while it records. Along the way I made a bit of music: a one-drop reggae loop, live-coded in Strudel. #GameDev #GameMusic #Reggae
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Oli on Quest @oli-on-quest.bsky.social · 22/09/2026
I started something new on the side and spent this week on the part that usually gets built last, the space you arrive in before anything happens. It is not the game I normally post about and it has no name yet. First piece of it that felt finished enough to show. #Godot #Devlog #CozyGames
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Oli on Quest @oli-on-quest.bsky.social · 22/09/2026
Fixed the sync in my capture pipeline. What Strudel highlights now sits on the frame the note sounds, checked to a few milliseconds. Then I played around with the piano and this small loop came out, a nod to Rush E. #GameDev #GameMusic #RushE
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Oli on Quest @oli-on-quest.bsky.social · 21/09/2026
New tool, old problem: music in my games. Stems that fade in and out never felt dynamic enough. In Gizmos Music the track is a Strudel pattern, so the game can change tempo, notes and filters while it plays. This is loop one. #GameDev #GameMusic #IndieDev
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Reposted by Oli on Quest
Mililly|fuck this shit era 🧡 @baba-yaga.bsky.social · 20/09/2026
Ich werde nicht über meinen Lottogewinn sprechen, aber es wird Zeichen geben
Ein Haus in der Frontansicht, es sieht aus wie ein Katzengesicht, über der Tür die Nase, darüber runde Fensteraugen und auf dem Dach Ohren
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Reposted by Oli on Quest
Lukas Schneider 🌳 @erlkoenig.games · 16/09/2026
Made some small improvements to my plant reaction shader🌻 #indiedev #gamedev #indiegame #shader
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Oli on Quest @oli-on-quest.bsky.social · 15/09/2026
Biome generator progress in Clawfare. The frost basin preset now gets four distinct zones out of a single seed, and the borders between them are the generator's, not mine. #Godot #Devlog #CozyGames
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Oli on Quest @oli-on-quest.bsky.social · 12/09/2026
I chained two portals and the waterfall never stops! #godot #indiedev #portals #voxelart
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Oli on Quest @oli-on-quest.bsky.social · 10/09/2026
A little showcase of the fluid simulation system You can check it out on youtube on 4k www.youtube.com/watch?v=P1BI... #godot #indiedev #voxel
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Oli on Quest @oli-on-quest.bsky.social · 10/09/2026
Got the water to flow better over the map! #godot #indiedev #gamedev #voxel #water
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Oli on Quest @oli-on-quest.bsky.social · 07/09/2026
Wanted to show where my map generator is at right now! Nine maps, from frozen rivers to neon cities, with different seeds side by side to see how they change. #Godot #GameDev #ProceduralGeneration #VoxelArt
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Oli on Quest @oli-on-quest.bsky.social · 06/09/2026
Been reworking the city! Pretty happy with how it looks at night now. Here’s a quick flyover while the cats fight it out below. #Godot #IndieDev #VoxelArt
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Oli on Quest @oli-on-quest.bsky.social · 06/09/2026
These voxel volcanoes fill from the bottom up, with orange lava rising to the rim. Meanwhile, 24 cats are busy fighting in the ash below. #Godot #IndieDev #VoxelArt #Lava
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Oli on Quest @oli-on-quest.bsky.social · 06/09/2026
Water that runs cell by cell down a voxel valley, foaming where it steps down, with a 24 cat fight on both banks. #Godot #Voxel #GameDev #IndieDev #Cats
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Oli on Quest @oli-on-quest.bsky.social · 05/09/2026
Eruption over a red voxel canyon: lava down every flank of the cone, glowing rocks off the rim, ash in the air and a 24 cat fight under all of it. #Godot #Volcano #GameDev #IndieDev #Nature #Cats
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Oli on Quest @oli-on-quest.bsky.social · 04/09/2026
The game itself is first person, but pulling the camera back shows how much is happening around one cat. Which view should I show more often: close combat, the full arena, or both? I tried adding some fake HUD elements to get the right feel. #GameDev #Cats #Multiplayer
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Oli on Quest @oli-on-quest.bsky.social · 03/09/2026
24 cats. One weapon. Everyone gets a bazooka. The coastline does not survive for long. Should destroyed terrain stay gone, slowly rebuild, or reset between rounds? #GameDev #Godot #Cats
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Oli on Quest @oli-on-quest.bsky.social · 03/09/2026
Larger maps now get denser meteor showers. The impacts can overlap, tear chunks out of the terrain and leave real craters behind. Should the density scale with map size, player count, or only appear as a rare full-map storm? #GameDev #Godot #Voxel
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Oli on Quest @oli-on-quest.bsky.social · 03/09/2026
I finally gave the arena a proper coastline. The beach now connects the water and highland into one continuous island, with one tiny cat there for scale. What should the shore get next: rocky coves, wider beaches or more vegetation? Music/SFX: Pegonthetrack & ElvGames. #GameDev #Godot #Cats #Voxel
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Oli on Quest @oli-on-quest.bsky.social · 03/09/2026
I tested the meteoroids and tornado at the same time. The result was moving debris, explosions, craters and a lot of cats who were not consulted. Rare combo event or normal match chaos? #GameDev #Godot #Cats #IndieDev #Games
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Oli on Quest @oli-on-quest.bsky.social · 02/09/2026
The tornado now tears loose terrain out of the map and pulls nearby cats into the debris. They can still fight while being dragged around. Should the pull be wider and gentler, smaller and stronger, or stay this chaotic? #GameDev #Godot #Cats #CoopGaming #Tornado
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Oli on Quest @oli-on-quest.bsky.social · 02/09/2026
I added meteoroid strikes as a map hazard. The warning gives everyone time to move, then the impact tears into the terrain. The cats mostly keep fighting anyway. Rare and huge, or smaller and frequent? #GameDev #Godot #Cats #Games
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Oli on Quest @oli-on-quest.bsky.social · 02/09/2026
Testing how much snow this biome needs. I want it to feel cold without hiding every terrain shape under one white layer. More snow, stronger cliffs or more exposed ground? #IndieDev #GameDev #Godot #Cat #ProceduralGeneration #VoxelArt
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Oli on Quest @oli-on-quest.bsky.social · 02/09/2026
Testing the canyon pass for my new biome generator. I want stronger silhouettes without filling every open space with spikes. Would you make it deeper, reduce the number of spires or keep the chaos? #GameDev #Godot #IndieDev #VoxelArt #ProceduralGeneration
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