Sara @sara-objectionable.at.app.wafrn.net · 05/10/2026have to explore godot tweens for some stuff cause i didn't want to do manual easing if i can avoid it. And damn that's nice. The documentation suggest the gdscript api is even neater, but in C++ it's still very nice to work with. Much nicer than doing it all manually in the process notif anyway 100
Sara @sara-objectionable.at.app.wafrn.net · 26/09/2026I may have Disease. But I also have kbbibbi 000
Sara @sara-objectionable.at.app.wafrn.net · 11/09/2026Wait shit I've actually got LOD generation working now fuck yeah! this is 1km of space on my laptop running at nearly 100fps. And there's still some trivial optimisation possible ... This whole project may actually produce something that is production-viable at this rate 101
Sara @sara-objectionable.at.app.wafrn.net · 11/09/2026Working on terrain stuff in my free time again. Having a lot of fun playing with the particulars of the terrain shader. Most recently: A variance map that multiplies with the regular colours. Goes a long way to hide tiling textures 100
Sara @sara-objectionable.at.app.wafrn.net · 10/09/2026[Death of Charlie Kirk, tumblr repost] Remembering this gem for the occasion www.tumblr.com/magnificentmicrowave… 000
Sara @sara-objectionable.at.app.wafrn.net · 05/09/2026Sometimes it feels kinda silly to get excited by such minor updates. But honestly I can use feeling some positivity about software products every now and then :neocat_flop__w__256: 000
Sara @sara-objectionable.at.app.wafrn.net · 25/08/2026Me: I wish I could separate clauses without ending a sentence abruptly. The helpful comma: 020
Sara @sara-objectionable.at.app.wafrn.net · 10/08/2026[Selfie no eye contact] She thinks she’s Sooooo funny 001
Sara @sara-objectionable.at.app.wafrn.net · 10/08/2026[Selfie no eye contact] There is an area that’s less hot, but it’s also… This tunnel is the fastest way back to the station btw 100
Sara @sara-objectionable.at.app.wafrn.net · 10/08/2026[Selfie no eye contact] Hot weather walking fit, it’s still so dry and warm here 200
Sara @sara-objectionable.at.app.wafrn.net · 09/08/2026Today’s misadventure: finding somewhere to swim with record-low Rhine water levels. Attached: the dead fish we found at one of the prospective spots 100
Sara @sara-objectionable.at.app.wafrn.net · 07/08/2026The cutest beast of the seven alleys returns 010
Sara @sara-objectionable.at.app.wafrn.net · 06/08/2026Rewrote the fog-shinethrough shader. It now uses the roughness channel accessible through the normal-roughness screen texture to as a mask for a custom depth fog shader implemented using a full-screen rect. Which all together means I can do fun stuff like this :neocat_3c_256: 010
Sara @sara-objectionable.at.app.wafrn.net · 04/08/2026Can you tell I've been putting off a system upgrade for a while? 000
Sara @sara-objectionable.at.app.wafrn.net · 29/07/2026Wanted to have the lit windows shine through the distance fog, and I'm really happy with how that looks. Works by multiplying EMISSION by a factor of the inverse of the depth. So it doesn't get overblown when near the camera (and thus not fogged as much) 011
Sara @sara-objectionable.at.app.wafrn.net · 26/07/2026I'm having fun exploring these tools I've built. Always loved the aesthetics of doom out-of-bounds so I'm giving myself some time to just play with them like this 001
Sara @sara-objectionable.at.app.wafrn.net · 25/07/2026Since this project's primary purpose is to be a quick way to get some creativity in-engine, I decided to do some silly shader bits to replicate the way Doom does level geometry texturing and skies :neocat_happy_blep_256: as well as a bit of a early-3D-style sky shader 010
Sara @sara-objectionable.at.app.wafrn.net · 24/07/2026okay I am SICK of modeling and texturing I should've gone with a low-poly untextured style For now this'll have to fucking do, i'm making gameplay :neocat_glare_256: 021
Sara @sara-objectionable.at.app.wafrn.net · 20/07/2026Texturing the helmet, trying to merge the on-stage and version industries designs 000
Sara @sara-objectionable.at.app.wafrn.net · 20/07/2026bijv: The Girl's sheet. I initially divided it in quarters cause it seemed reasonable, but I think I can take some of the skin quarter to make some more coat details. Or for more details on the boots 000
Sara @sara-objectionable.at.app.wafrn.net · 19/07/2026Also these screenshot don't really show it because I'm trying to roughly replicate the poster for Calling Out, but I do actually have more than one asset for this project so far 000
Sara @sara-objectionable.at.app.wafrn.net · 19/07/2026always love picking a set of limitations and trying to work with them. Because it inevitably leads to me slowly redeveloping old tricks I learned without context. But now from first principles. Though as usual the feeling I'm left with is mostly "damn I suck at making graphics" 100
Sara @sara-objectionable.at.app.wafrn.net · 19/07/2026Figuring out my "personal" style for solo projects. First by making a shader for atlas-based eyes and dynamically placed irises 100
Sara @sara-objectionable.at.app.wafrn.net · 29/06/2026Polishing some of the firing animations, some quirks to work out but making progress. Should probably redo some of the reloads as well once I'm done with these. 110
Sara @sara-objectionable.at.app.wafrn.net · 28/06/2026Now that I have time, I'm working on my main long-term project again. First: layout for the city area based on the level designer's sketches 000
Sara @sara-objectionable.at.app.wafrn.net · 25/06/2026The pillar was weird when it first arrived, and these balls keep punting rocks at my head which hurts like hell, but the street disappearing is what really puts it over the edge. Seriously, can't have shit in this city man 010
Sara @sara-objectionable.at.app.wafrn.net · 25/06/2026There are many things I dislike about this project's graphics (mostly related to corners cut for time), It does have it's good parts 000
Sara @sara-objectionable.at.app.wafrn.net · 24/06/2026Sometimes, I don't feel like doing it "right" 000
Sara @sara-objectionable.at.app.wafrn.net · 24/06/2026Some fun shader stuff, a shield that protects powerups until you collect the key items 010
Sara @sara-objectionable.at.app.wafrn.net · 16/06/2026Alright pretty much happy with this, behold, the final character model: With design and textures by @eclypia.at.app.wafrn.net 002
Sara @sara-objectionable.at.app.wafrn.net · 15/06/2026And it's all real-time so the patches of exposed crystals can grow as the character gets hurt 231
Sara @sara-objectionable.at.app.wafrn.net · 22/05/2026Me when the pylons reach for the heavens from downtown 010
Sara @sara-objectionable.at.app.wafrn.net · 17/05/2026Since I'm posting work rn anyway, here's some (Very WIP) level layout 010
Sara @sara-objectionable.at.app.wafrn.net · 12/05/2026[Holes in bodies with gemstones inside, idk if this needs a CW but just to be safe] This is a fun idea I think 000
Sara @sara-objectionable.at.app.wafrn.net · 12/05/2026[Image might trigger trypophobia or similar? Character with gemstones growing out of them] Developing the visual concept for my game :neocat_3c_256: 010
Sara @sara-objectionable.at.app.wafrn.net · 22/04/2026It doesn't really work for the style I'm aiming for with this game, but here's what it looks like with lighting and shadows turned on 000
Sara @sara-objectionable.at.app.wafrn.net · 22/04/2026Noise modifier DONE Which means that for the first time the terrains look both decently organic _and_ are fully able to support authoring gameplay areas. 100
Sara @sara-objectionable.at.app.wafrn.net · 19/04/2026anyway by it, well, lets jusr say, mountain slicing beam 110