Reposted by Studio SunshowerBabyJack @babyjack.bsky.social · 12/02/2026Low_Poly_Nil Model Attempt from @studiosunshower.com 's Cornucopia www.studiosunshower.com #blender #3dmodeling #lowpoly #furry #gamedev 2345
Reposted by Studio SunshowerPhanterm @phanterm.bsky.social · 08/01/2026Using a combination of LUTs and tweaks to world brightness, contrast, and saturation to handle independent, real-time transitions between weather events and time of day. Audio is dynamic, too. Gonna pull back a bit on the saturation during weather, but I'm pleased, overall. #godot #gamedev 2419
Reposted by Studio SunshowerPhanterm @phanterm.bsky.social · 14/05/2025Started implementing spell mutators today! Mutators are extra effects that can change the way a spell works. It can be subtle, or not so subtle. Today let's demonstrate modifying the Cone spell to utilize the "Prismatic" mutator, which will randomize the element of each shot! #gamedev #godot 915022
Reposted by Studio SunshowerPhanterm @phanterm.bsky.social · 25/05/2025As a consequence of adding critical hits as my next spell effect, I finally put damage numbers in the game. Quite pleased with the result! #godot #gamedev 27515
Reposted by Studio SunshowerPhanterm @phanterm.bsky.social · 23/05/2025Today's work. I added the "Charge" mutator to spells. If the player charges up their basic slash and then tries to cast a spell, you'll cast a powered-up version of it! I think I'm going to have to remove the damage cap for this game; I suspect players will reach it too easily... 💦 #gamedev #godot 1143
Reposted by Studio SunshowerPhanterm @phanterm.bsky.social · 23/04/2025Jinx spell complete. This one took a bit, as there are six different possible outcomes: - 3 Stars (fullscreen attack) - 3 Diamonds (healing) - 3 Skulls(enemy)(instant kill) - 3 Skulls(boss)(4x damage) - Fail to match (1x damage) - Exceed max # active targets (1 unavoidable damage) #godot #gamedev 3249
Reposted by Studio SunshowerPhanterm @phanterm.bsky.social · 12/03/2025Spell Name: Ablation Cast Type: Flotilla Like every spell, the player can customize the various attributes of Flotilla to alter the projectile speed, spawn rate, number of knives, and so on. This was a fun one to make. Just aim, then release the spell to unleash the knives. #gamedev #godot 25011
Studio Sunshower @studiosunshower.com · 11/03/2025Introducing the Moledrake enemy! This sassy little yam loves to hide among the plants and ambush foes with a piercing shriek. Wonderful pixel art by @vnitti.bsky.social, original design by @iffykins.bsky.social #gamedev 0318
Reposted by Studio SunshowerIffykins @iffykins.bsky.social · 21/02/2025Moledrake - despite their disruptive nature some purposefully cultivate them as guards citing "their bark is worse than any bite" ( concept art for Coruncopia @studiosunshower.bsky.social ) 4226
Studio Sunshower @studiosunshower.com · 24/11/2024In Coruncopia, the player can modify any spell they find, including the element. Behold the Cube spell, which simply summons a cube that can be pushed around, used to block attacks, and even detonated to produce an explosion. Every spell in the game has a unique appearance per element! #gamedev 0184
Studio Sunshower @studiosunshower.com · 18/09/2024This week marks one year of developing Coruncopia on the Godot Engine! #Godot #GodotEngine #gamedev 66813
Studio Sunshower @studiosunshower.com · 13/09/2024www.twitch.tv/phanterm_ Doing some chill gamedev on this Friday afternoon. Come hang out!twitch.tvPhanterm_ - TwitchCreating Coruncopia, a retro-inspired action RPG in Godot 4! 021
Studio Sunshower @studiosunshower.com · 12/09/2024Ah, please excuse the audio in the video. 💦 That was some work music from a game called The Last Blade II. A wonderful SNK title; you should play it. 020
Studio Sunshower @studiosunshower.com · 12/09/2024コアシステムを ますます作成したし、いくつかのステージも作りました。 小さなプレビューをお楽しみください。 010
Studio Sunshower @studiosunshower.com · 12/09/2024We've been working hard on a lot of the main systems (not quite so flashy), but also developing some of the environments as well (appropriately flashy). Please enjoy this humble taste. #godot #gamedev #pixelart #ドット 6485
Studio Sunshower @studiosunshower.com · 11/09/2024Soon we'll have video on here, right? Anyway, in the meantime, come hang out on stream while we do game development! www.twitch.tv/phanterm_twitch.tvPhanterm_ - TwitchCreating Coruncopia, a retro-inspired action RPG in Godot 4! 010
Studio Sunshower @studiosunshower.com · 09/09/2024Cooking up some juicy spells in Godot 4! Come join us over on www.twitch.tv/phanterm_ and relax!twitch.tvPhanterm_ - TwitchI make games and teach others how to make them. Working on a top down 2D character action RPG called Coruncopia. Mostly programming, but sometimes other things. Go easy and relax. VTuber model by @bra... 010
Studio Sunshower @studiosunshower.com · 06/09/2024Another day, another dev stream. Come join us over on www.twitch.tv/phanterm_ and relax!twitch.tvPhanterm_ - TwitchCreating Coruncopia, a retro-inspired action RPG in Godot 4! 000
Studio Sunshower @studiosunshower.com · 20/11/2023There's tons of stuff I'd love to show regarding game progress updates, but Bluesky still doesn't support videos or GIFs yet. But that's okay. Based on what the platform is trying to do, I think Federation (if well executed) should take higher priority. I don't want to migrate platforms again... 000
Studio Sunshower @studiosunshower.com · 03/11/2023The stress testing, ehhh, it is not so stressful, actually! Made all the fun logic for collisions and attacks working; and Godot runs pretty smoothly given how complex these enemy node groups are. 031
Studio Sunshower @studiosunshower.com · 27/09/2023BONUS: I want to keep most of the assets close to our chest and not reveal everything, but here's Nil. He's a type of druid called an Almanactor who has protected Coruncopia since it was created. He's cold, grim, wields godlike power, and is our main character players will control. 073
Studio Sunshower @studiosunshower.com · 27/09/2023Wrapping up, once we have that vertical slice, not only will we be distributing that for free, but we'll be using it to secure additional funding (in whatever fashion that may be). Until then, it's back to the debug room for us! 100
Studio Sunshower @studiosunshower.com · 27/09/2023Anyway, we're approaching the point where, once we're back to parity with our old Unity build, we'll have enough saved up to do another round of assets, which we hope to be enough to get us to the end of the vertical slice. We *do* have some assets, by the way... 100
Studio Sunshower @studiosunshower.com · 27/09/2023Having to switch engines at this point in development is indeed a massive headache, but because of how we've developed the game, this only means converting all of our C#. Had we been less disciplined in our approach, it could have been a total nightmare. Godot is really nice, by the way. 100
Studio Sunshower @studiosunshower.com · 27/09/2023Writing contracts that are fair, following our own rules for work/life balance, creating and maintaining an image; a brand, and then projecting it. The amount of work that goes into this -- if you want to do it right -- is truly staggering for a small team. But we believe we're doing it right. 100
Studio Sunshower @studiosunshower.com · 27/09/2023In this industry, preserving a project's design throughout production is of paramount importance to us. Half the project had been developing the game, but the other half has been spent learning how to run a studio. 100
Studio Sunshower @studiosunshower.com · 27/09/2023So as you might expect, lack of funding is a momentum-killer for what is supposed to be a vertical slice; a polished, feature-complete glimpse into a hypothetically larger game. But hey, them's the breaks. This was never an unknown for us going in. 100
Studio Sunshower @studiosunshower.com · 27/09/2023Coruncopia (which is the correct spelling, not "Cornucopia") is a self-funded project at the moment. Initial budget was barely shoestring, and currently getting a trickle that periodically results in us getting to bring folks onto development for a time. 100
Studio Sunshower @studiosunshower.com · 27/09/2023We began the project in Unity, which, frankly was terrible for the kind of game we were making, but that's a different thread. But for the entirety of development, we kept everything within a debug room and worked on creating and refining the kinds of complex systems you'd expect from an action RPG. 100
Studio Sunshower @studiosunshower.com · 27/09/2023If figures impress you, then the GDD is currently sitting at arond 70 pages, and the number of documents for gameplay specs, dialogue, and other systems is over 200. 100
Studio Sunshower @studiosunshower.com · 27/09/2023The initial story was different, but as we designed the main mechanics, we tailored the setting, characters, and story to be more compatible with them. Early production in a requirements-heavy methodology means not having pretty images to show off. We have spreadsheets, charts, and documents! 100
Studio Sunshower @studiosunshower.com · 27/09/20232. Provide a system where players could create their own abilities, and use those instead of items to engage with the world. 3. Increase difficulty not by making enemies deal more damage, but by making the player more vulnerable over the course of the game. Embrace a spirit of loss. 100
Studio Sunshower @studiosunshower.com · 27/09/2023...the design was already there, we just needed to manifest it. Our three pillars were as such: 1. Create a top-down action game where the levels would be randomly generated, but using a complex grammar and rule set to make them feel hand-crafted. 100
Studio Sunshower @studiosunshower.com · 27/09/2023We have a website now! Find us online at www.studiosunshower.com !studiosunshower.comSunshowerA cooperative game development studio dedicated to the pursuit of new and interesting experiences! 010