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Swashbucklin'

@swashbucklin.bsky.social
111 followers 356 following 210 posts

Just a regular dad with interests in C# / .NET Development, game dev as a hobby (specifically Godot), RPGs, and historical strategy games. I'm probably going to use this account as a Dev Log for my side projects, so don't mind me!

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Swashbucklin' @swashbucklin.bsky.social · 19/08/2026
Been working with @bofukeypok.bsky.social to create a modular random portrait generator for my #Godot tactical game. I think it's coming along swimmingly. Just finished the proof of concept.
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Swashbucklin' @swashbucklin.bsky.social · 08/08/2026
Proof of concept for some water-based water manipulation based in my tactical game #Godot
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Swashbucklin' @swashbucklin.bsky.social · 05/08/2026
Updated my end of turn report UI. New one on the left, old on the right #Godot
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Swashbucklin' @swashbucklin.bsky.social · 04/08/2026
Some of these player selected clan colors are a real assault on the eyes #Godot
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Swashbucklin' @swashbucklin.bsky.social · 03/08/2026
More dynamic village screen WIP #godot
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Swashbucklin' @swashbucklin.bsky.social · 30/07/2026
Animations added for musket and heavy infantry Found a weird animation debug with light infantry #Godot
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Swashbucklin' @swashbucklin.bsky.social · 29/07/2026
Assigning a retainer to a unit will give that unit useful stat bonuses and access to any skills and tactics that retainer may have access to. Not every unit can use every skill / tactic so you must assign the right retainer to the right unit. #Godot
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Swashbucklin' @swashbucklin.bsky.social · 29/07/2026
New animations for light infantry and new tile sets #Godot
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Swashbucklin' @swashbucklin.bsky.social · 28/07/2026
Shout out to TerribleJared for designing my first animated unit sprite. #Godot
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Swashbucklin' @swashbucklin.bsky.social · 23/07/2026
Started toying with how I could implement ninjas and spy networks into my #Godot game I need to find a better term than "rear insertion"
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Swashbucklin' @swashbucklin.bsky.social · 22/07/2026
I added the ability to set how aggressive the AI is in my #Godot project. The results are pretty funny.
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Swashbucklin' @swashbucklin.bsky.social · 22/07/2026
Another day, another night spent on refining UI. This time I cleaned up the retainer menu with how skills are being presented and assigned. It used to be a really fugly drop down box. Also refined the treasury system. Thankfully the #Godot control nodes make this kind of stuff pretty easy to do.
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Swashbucklin' @swashbucklin.bsky.social · 21/07/2026
Changed the fly over text for damage, added better VFX and SFX for basic striking and tactics. More importantly, battlefields are now randomly generated. #Godot
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Swashbucklin' @swashbucklin.bsky.social · 21/07/2026
Working on weather effects in my #Godot game. Its a foggy day in fall-- how's the ambience? Don't rely on your archers in this weather, it lowers their max range.
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Swashbucklin' @swashbucklin.bsky.social · 20/07/2026
Helping the warlord are retainers-- key figures with personality traits and their own set of skills and tactics. Retainers can be assigned projects in the realm or even assigned to a combat unit to whom they grant access to stat bonuses as well as the skills and tactics the retainer knows.
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Swashbucklin' @swashbucklin.bsky.social · 20/07/2026
In my turn based, samurai-themed #Godot game all troops can level up and learn skills and tactics. Skills grant different effects in combat and can change how they interact with the environment and other units. Tactics allow units to maneuver themselves and enemy units to gain the advantage.
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Swashbucklin' @swashbucklin.bsky.social · 20/07/2026
Permadeath isn't my thing but a buddy of mine asked about it. Added it in as a config option to see how difficult it would be. Turned out to be pretty straight forward #Godot
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Swashbucklin' @swashbucklin.bsky.social · 18/07/2026
Added a new skill for units called Terrifying that prevents the enemy from passing through the units flanks. It works well enough but I don't care for the GPU particles I attached to it. Not sure what kind of visual effect I want for it #Godot #TacticalRPG
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Swashbucklin' @swashbucklin.bsky.social · 16/07/2026
I thought I might go back to an older Godot project of mine and see if I could apply any of the new tricks I've learned. I'm pretty happy with how this turn based tactical game has been turning out since I started it.
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Swashbucklin' @swashbucklin.bsky.social · 14/07/2026
#Godot survival horror progress continues, been polishing the inventory system and gunplay. Items can now be properly rotated and combined. Even added sfx and vfx. Its starting to look and sound like a proper game. Enemies still aren't properly animated but that's a problem for future me.
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Swashbucklin' @swashbucklin.bsky.social · 09/07/2026
youtu.be/kf8PPXxwqYQ My #Godot project is humming along. Spent a fair amount of time building up my UI as well as a very basic enemy type. Their animations are still jank and all they can do is die but its working! Even found time to build out the settings and save system.
youtu.be
Godot Survival Horror - Progress!
YouTube video by Swashbucklin' Games
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Swashbucklin' @swashbucklin.bsky.social · 08/07/2026
A lot inventory and UI work today. Still a lot of jank and missing animations but guns can be equipped and matching ammo from the inventory can be loaded into it #Godot
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Swashbucklin' @swashbucklin.bsky.social · 17/06/2026
First pass at using a #Godot AnimationTree to blend and filter animations together. It's still a little janky, but it's at least functional.
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Swashbucklin' @swashbucklin.bsky.social · 16/06/2026
The best kind of bugs are the ones that make you laugh #Godot
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Swashbucklin' @swashbucklin.bsky.social · 16/06/2026
My grid based inventory system needs some work... #Godot
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Swashbucklin' @swashbucklin.bsky.social · 15/06/2026
I'm not very far along in this #Godot project but I thought I might at least take some early footage so I can look back at it and laugh when I get further along. Its a classic RE inspired game with fixed camera angles and tank controls
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Swashbucklin' @swashbucklin.bsky.social · 29/09/2025
Tesla Coil charge up animation
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Swashbucklin' @swashbucklin.bsky.social · 22/09/2025
WIP 3D printer UI and created mortar turret
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Swashbucklin' @swashbucklin.bsky.social · 20/09/2025
Brushing up on my Godot GPU particles
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Swashbucklin' @swashbucklin.bsky.social · 20/09/2025
When Godot tweens go wrong
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Swashbucklin' @swashbucklin.bsky.social · 20/09/2025
Godot 3D has been much easier to pick up than I thought it would
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Swashbucklin' @swashbucklin.bsky.social · 17/09/2025
Playing around with a 3D Godot project has been a real eye opening affair
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Swashbucklin' @swashbucklin.bsky.social · 16/08/2025
Does this look like the face of mercy to you!? #Godot #GodetteKills
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Swashbucklin' @swashbucklin.bsky.social · 04/08/2025
youtu.be/hE-qDIn6Bog Hype o'clock for the new Octopath Traveler!
youtu.be
Octopath Traveler 0 the next game in the series!!
YouTube video by J the1EyedGamer
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Swashbucklin' @swashbucklin.bsky.social · 21/07/2025
youtu.be/gEYTkOu9myk A buddy of mine is trying his hand at YouTube again. This time the topic is Donkey Kong Bananza. Check it out!
youtu.be
Donkey Kong Bananza is so much fun!
YouTube video by J the1EyedGamer
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Swashbucklin' @swashbucklin.bsky.social · 01/07/2025
Took a breather from the Godot project to play some games and go on vacation. Time to get back at it! Tonight I've decided I need to organize myself. Started trello board to keep track of my To Dos. I figure moving forward I'll try to knock off one thing from the list a night.
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Swashbucklin' @swashbucklin.bsky.social · 10/06/2025
Some small updates this time: - swapped out default font - refactored menu and individual menu opening / closing to use signals - updated resource GUI to reflect changes in army composition #Godot
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Swashbucklin' @swashbucklin.bsky.social · 06/06/2025
Been awhile since my last #Godot update as the current work has not gone as quickly. As you can tell, a lot of it is UI / menu focused. It's not my strong suit but I'm starting to pick it up.
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Swashbucklin' @swashbucklin.bsky.social · 24/05/2025
Movement route display is done. This one wasn't as hard to do as I thought it might be. #Godot
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Swashbucklin' @swashbucklin.bsky.social · 24/05/2025
Spent a majority of the day trying to refactor a decouple a major component... ended up rolling it back as I made so many changes all at once without refactoring the the that was coupled on to it as I went. I love spaghetti but not in my code. #Godot
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Swashbucklin' @swashbucklin.bsky.social · 23/05/2025
Couple minor changes and couple bigguns: Minor, all attack tiles are now highlighted. For some reason allies are highlighted red and not green... Weird. WIP Major, tactics and ranged units are implemented! Only two tactics for now: charge (push and chase) and repel (push away) #Godot
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Swashbucklin' @swashbucklin.bsky.social · 22/05/2025
I was running into some input issues on the previous action GUI and ended up reworking it. I like the way this version turned out though it still needs styled and themed. #Godot
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Swashbucklin' @swashbucklin.bsky.social · 21/05/2025
BattleCalculator, I've never had a class with a more metal name. All it needs is 80s mop hair and makeup. #Godot
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Swashbucklin' @swashbucklin.bsky.social · 21/05/2025
Further progress on the user interface and player controls. Units can now be moved and then attack. A dynamic action GUI now appears. Still has a lot of jank, but lots of progress tonight! #Godot
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Swashbucklin' @swashbucklin.bsky.social · 20/05/2025
I completely forgot I had this debug message in one of my UI components until I checked the console log while working on something completely unrelated #godot
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Swashbucklin' @swashbucklin.bsky.social · 19/05/2025
Godot Tactical Game Progress: functioning turns and enemy pathfinding! It's almost starting to feel like a real game.
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Swashbucklin' @swashbucklin.bsky.social · 19/05/2025
Implemented simple unit vs unit attack in my Godot project. The highlighting of the enemy units within range took me far longer to do than I'd like to admit. Thank goodness for dictionaries Next up, turns and enemy AI.
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Swashbucklin' @swashbucklin.bsky.social · 19/05/2025
Created a simple foot soldier sprite for my tactical game in Godot. Then rigged up a hue based shader and set up some basic functionality for palette swaps. Might be cool to let the player pick their clan colors and have each faction set up with their own as well.
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Swashbucklin' @swashbucklin.bsky.social · 18/05/2025
Minor progress for my current #Godot project: The grid manager no longer requires unit spawns to be hard coded. Added spawn tile layer node and a function that grabs all spawn cells then iterates through the unit list and assigns them a starting position.
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Swashbucklin' @swashbucklin.bsky.social · 17/05/2025
Working on a turn based tactical RPG in #Godot. Not very far along but I have some basic grid management completed. Trying to think of how I want to handle turns next. Should it be decided based on unit or faction. I can see an argument for both.
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