Studio Fae-Wilds @studio-faewilds.bsky.social · 08/10/2026I fear I may be cooking with this game idea I had. I was inspired by how much maintenance being a hurdy gurdy owner involves. Guitar Hero x Casualties Unknown medical panel gameplay 😆 I'd also like to somehow make avoiding scam quality gurdies a part of the game, lots to think about. 030
Studio Fae-Wilds @studio-faewilds.bsky.social · 25/09/2026Doing more mockups, plants this time. I had borrowed a bunch of plant assets to do tests with but am starting to replace them with my own that actually match the style. Hoping to do more actual gameplay soon instead of just art mockups but it's looking promising! #IndieGameDev #PixelArt #Isometric 1162
Studio Fae-Wilds @studio-faewilds.bsky.social · 23/09/2026I fixed the draw sorting for nodes in multi-level tilemap layers in godot, so we can now truly have pseudo 3D worlds with a z axis. Eventually this would probably be better to do in 3D with everything being billboards but hey, it works! Now to get it moving! #IndieGameDev #Isometric #GodotEngine 071
Studio Fae-Wilds @studio-faewilds.bsky.social · 20/09/2026More isometric pixel art terrain work. Trying to stick up the grass ramps as well but they need a lot more work to be closer to seamless. The rock variations all look really good though! #indiegamedev #pixelart #isometric 0122
Studio Fae-Wilds @studio-faewilds.bsky.social · 18/09/2026the best thing about being such a weird atypical person is you're bound to eventually be the first person to do something. Like giving your blahaj plushie a photoshoot with your hurdy gurdy 073
Studio Fae-Wilds @studio-faewilds.bsky.social · 07/09/2026Having issues with Godot's sprite rendering not being set up to work for layering like this out of the box. Terrain plays nicely with itself but non-tilemap entities are left out of the layering equation unfortunately Some placeholder plants by infrared baron: www.artstation.com/infrared_baron 1103
Studio Fae-Wilds @studio-faewilds.bsky.social · 06/09/2026A little bit more progress on learning procedural world/terrain generation. Figured out how to distribute tiles to surface cells and utilise a little bit of 3D noise to create overhangs. It's still very rudimentary but I'm having fun regardless. #procgen #indiegamedev #godotengine 0162
Studio Fae-Wilds @studio-faewilds.bsky.social · 03/09/2026Decided that the tiles should be half height from before, started working on slabs and slopes. Still very WIP and messy but I think it looks promising? When I finish tweaking all the slopes for all nature tiles I'll throw them into some terrain gen and test them! #pixelart #isometric #indiedev 091
Studio Fae-Wilds @studio-faewilds.bsky.social · 02/09/2026I’ve tried several things and none of them have worked particularly well. I’ve tried pixel art shaders mixed with bill boarded sprites and I’ve tried all bill boarded sprites All bill boarded has z fighting issues and no pixel art in 3D I’ve managed to make pixel perfect 120
Studio Fae-Wilds @studio-faewilds.bsky.social · 02/09/2026or why games like space station 13 and space station 14 are either completely top down overhead views with nebulous depth, or have very slight depth but squat characters as tall as they are wide The more even width/height the layers are, the less jarring the transition without making 3/5 🧵 110
Studio Fae-Wilds @studio-faewilds.bsky.social · 02/09/2026telling what height a hole in the terrain is becomes remarkably difficult to read for the player. It's becoming increasingly clear why games like project zomboid have a flat terrain layer and multiple z layers for buildings, basements and caves 2/5 🧵 110
Studio Fae-Wilds @studio-faewilds.bsky.social · 02/09/2026I've done more research and tried more world generation and have come to the conclusion that there's too many issues with having isometric terrain like this Either each layer is too tall and z level transitions are abrupt and jarring and nature slopes are too many tiles, or too short and 1/5🧵 253
Studio Fae-Wilds @studio-faewilds.bsky.social · 26/08/2026true 2D isometric multi z-level terrain generation in Godot with tall-wall sprites modulated based on their height for visual clarity. Inspired by Space Station 13 multi-z #GodotEngine #Isometric2D #procgen 172
Studio Fae-Wilds @studio-faewilds.bsky.social · 03/08/2026Fun side project in the works Making a nerdy gurdy cobol. I've never done any wood working before much less making an instrument, especially as complicated as a hurdy gurdy. Gotta redo the board the crank goes through tomorrow, misaligned it slightly and don't want to fix it at midnight. 041
Studio Fae-Wilds @studio-faewilds.bsky.social · 09/06/2026To anybody working in community management especially in #Discord servers: There's a new scam I have been calling the "server unban phishing scam" and it is a social engineering attack that insidiously targets someone's reputation and uses unaware community managers as a participant. Read & share: 2136
Studio Fae-Wilds @studio-faewilds.bsky.social · 07/06/2026Having a meme steam curator page causes some really funny side effects #s&box 130
Studio Fae-Wilds @studio-faewilds.bsky.social · 28/05/2026Making gridmaps for a new #GodotEngine gamedev project today. This is my first time attempting it but Johnny BlackWinter's youtube series (which he repeatedly clarifies is not a tutorial) was really helpful in getting me started. ^^ 060
Studio Fae-Wilds @studio-faewilds.bsky.social · 29/03/2026Everything’s coming up millhouse. Great start to the day so far. 110
Studio Fae-Wilds @studio-faewilds.bsky.social · 25/03/2026WIP Cynessa from Glitch Productions and Liam Vicker's murder drones series. I am obsessed with Cyn, I'm obsessed with Tessa and the absolute solver and mixing all of those things was such a brilliant idea ngl Gotta get it out of my system before it consumes me. #MurderDrones #fanart #illustration 0166
Studio Fae-Wilds @studio-faewilds.bsky.social · 24/03/2026Sure why not This is rottie, she’s a physician rogue with a history of banditry She’s kind of an asshole but in a trying to keep you from dying like an idiot way Her dream is to create a new undead race called embalms as a way to show up the creator who abandoned her 130
Studio Fae-Wilds @studio-faewilds.bsky.social · 12/03/2026I did this two days ago and I’ve already eaten half of them, thinking I’ll make more before the marinade goes bad 110
Studio Fae-Wilds @studio-faewilds.bsky.social · 05/03/2026I’ve been spending my time off working on setting up a lancer campaign in foundry and I’m so incredibly proud of how it’s turning out I might show pictures as we go through the campaign a bit so as not to spoil my players Some pictures from last time I ran lancer: #lancer #ttrpg #foundryvtt 040
Studio Fae-Wilds @studio-faewilds.bsky.social · 12/02/2026Strike Gears development update: We've started working on a basic animations that will include new #GodotEngine IK features with a test model Camera has been redone to prepare for lock-on targeting, downhill ramp hopping has been fixed + Big shroom in game and improved windows. #Mecha #IndieGames 1174
Studio Fae-Wilds @studio-faewilds.bsky.social · 05/02/2026Temporary test model added, file structure reorganised, project updated to Godot 4.6 and + big mushroom model Started working on adding the basic animations. Learning 3D is fun but very time consuming. #GodotEngine #IndieGameDev 072
Studio Fae-Wilds @studio-faewilds.bsky.social · 31/01/2026An example of what is fairly reasonable: 110
Studio Fae-Wilds @studio-faewilds.bsky.social · 30/01/2026This model is a little test model while I work on finishing better models like this one. I just needed to start learning and figure it out on something simple while I slowly do the asset creation 150
Studio Fae-Wilds @studio-faewilds.bsky.social · 30/01/2026Boogie wonderland (Learning rigging, (yeah, I’m making a 3D game never having rigged before, I’m so normal and reasonable with my project scoping)) 3383
Studio Fae-Wilds @studio-faewilds.bsky.social · 22/01/2026Made this edit for my boy @johngreensbluesky.bsky.social 050
Studio Fae-Wilds @studio-faewilds.bsky.social · 22/01/2026How do people join their mecha torsos and legs? It’s like the part that makes the least sense to me. 160
Studio Fae-Wilds @studio-faewilds.bsky.social · 20/01/2026Oh yes I did mention co-op and networking! Getting the game working in multiple clients has been very fun albeit quite confusing at times, but multiplayer dev is something I’m finding very enjoyable. My current goal is to have all the basic mechanics in within the next few months for co-op testing 0110
Studio Fae-Wilds @studio-faewilds.bsky.social · 20/01/2026Health and damage component systems are finally in and working great, some stuff needs some redoing because of NetCode issues but otherwise all is going smoothly so far. These systems are very early and I intend to replace them with more in depth ones later on featuring armour and damage types 3/4 180
Studio Fae-Wilds @studio-faewilds.bsky.social · 20/01/2026There’s a lot of work being done on Models, VFX, shaders and learning texturing. I’m new to the 3D pipeline so this has been a lot of fun but has taken the longest out of everything on the project. I currently am doing all asset creation myself, which is taking a long time. 2/4 180
Studio Fae-Wilds @studio-faewilds.bsky.social · 20/01/2026I’m making a #mecha action game in Godot based heavily on armoured core with a co-op missionette focus. I’ve been getting a lot of work done behind the scenes since I started 2 months ago, there’s a thread bringing everybody up to date with the project as it stands now 🧵1/4 #GodotEngine #GameDev 36715
Studio Fae-Wilds @studio-faewilds.bsky.social · 14/01/2026Post a game you remember playing that nobody else remembers. Feat: Thunder Brigade by blue moon interactive, my first video game. 140
Studio Fae-Wilds @studio-faewilds.bsky.social · 14/01/2026The steam machine goes in the square hole 030
Studio Fae-Wilds @studio-faewilds.bsky.social · 07/01/2026So I haven’t posted for awhile. I’m keeping the updates sparse right now as we’re in the early stages of asset creation and finding a unique identity for the game. Since im doing almost all asset creation myself this will take awhile, but things are going steady. #indiegamedev 182
Studio Fae-Wilds @studio-faewilds.bsky.social · 07/01/2026A bit early but: This is the engine I use and this is (some of the early beginnings) of the game I’m making: 0172
Studio Fae-Wilds @studio-faewilds.bsky.social · 23/12/2025Feeling like I'm slowly starting to get the hang of using #Blender3D for more mechanical 3D models. The rest of the mech is still very rough but I'm really liking the shoulders with proper booster housings and the idea of some kind of railing. 041
Studio Fae-Wilds @studio-faewilds.bsky.social · 18/12/2025There's a lot for me to learn regarding hard surface modelling, rigging and getting assets game ready. Without people volunteering help or 3D models to help me progress on the game faster, progress is going to be very slow from here on. #IndieGameDev #Blender #Godot 021
Studio Fae-Wilds @studio-faewilds.bsky.social · 11/12/2025End of week 4: Took a bit of a break. Starting to get to the point where I need to work on the attachment and customisation system, so I'm feeling demotivated due to the need for many assets. Sketching up new original designs and looking for volunteer modellers to help with the game #IndieGameDev 041
Studio Fae-Wilds @studio-faewilds.bsky.social · 04/12/2025End of week 3 update: I've continued working on assets and am now in the cleanup stages of exporting the mech model pieces and preparing them for use in game. Things are still very messy right now and I'm not quite happy with it. 0461
Studio Fae-Wilds @studio-faewilds.bsky.social · 29/11/2025Week 3 day 1: Starting to feel like I'm getting the feel of this a bit more. Haven't got a head or arms for this one yet but I'm feeling confident about starting to understand. Even still these are very heavily based on (but not perfect recreations of) armoured core parts. I'll design my own soon. 060
Studio Fae-Wilds @studio-faewilds.bsky.social · 27/11/2025End of week 2: I've been making slow and steady progress. A lot of that progress has been researching level design, modelling, collecting and importing assets and tweaking the in game lighting and terrain macro-noise Getting closer to a player model so I can start on anims and IK. #IndieGameDev 0310
Studio Fae-Wilds @studio-faewilds.bsky.social · 25/11/2025One of the biggest blockers of me being productive on my game is adding something new, placing it in a scene and going "wow, that's so pretty" If I have no idea what I'm doing, Godot can certainly look a lot better than this. #GodotEngine #Godot #IndieGameDev 0173