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Timo

@thecurlydev.bsky.social
154 followers 382 following 114 posts

thecurlydev.bio.link - Chaotic Neutral - Kotlin, Android, React - Ai - 3D Printing - Hardware - Verschlimmbesserer

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Timo @thecurlydev.bsky.social · 06/10/2026
More combat testing in Destination Empire: • Goblins now act more individually • They jump back after attacking • Hits feel more impactful on both sides • Better reactions for both player and enemies Still tweaking, but combat is feeling much better. #IndieDev #GameDev #Godot #IndieGames
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Timo @thecurlydev.bsky.social · 06/06/2026
Big game update, smaller visual improvements: - 3D model → 2D sprite conversion via script (demo soon maybe) - Blaster SFX added, still rough / a bit unreal sounding - Not showing all gameplay updates yet, a few more tweaks first One other side quest fulfilled, new water vfx!
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Timo @thecurlydev.bsky.social · 26/05/2026
Time well spent reading this novel, says I!
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Timo @thecurlydev.bsky.social · 04/05/2026
Testing my first pass at water ripple effects The main character now creates ripples while moving, jumping in, or running through water. Objects disturb the surface too, and bomb explosions kick up "bigger waves". Still rough, but it’s starting to feel alive.
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Timo @thecurlydev.bsky.social · 20/04/2026
Dev update: • Improved core gameplay • Added a new blaster for ranged combat • Moved all characters to 3D • Added an FPS mode • Started working on new level design More to come.
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Timo @thecurlydev.bsky.social · 17/03/2026
Some character rigging, not sure where this is going, aaah, i mean, running
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Timo @thecurlydev.bsky.social · 28/02/2026
playing around with a few simple god ray vfx, not sure where this is going
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Timo @thecurlydev.bsky.social · 23/02/2026
Dev update • Pooling fixes + less CPU from proc gen (not all heavy stuff pooled yet) • Clearer play area • Enemies react to player within grid • Sword deflects bombs • Big env improvements • Temp forest soundtrack test • No Steam Next Fest, maybe next year
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Timo @thecurlydev.bsky.social · 06/02/2026
Game Dev Update: - Camera top view angle again - Combat rework: tactical grid + side cam - Charged sword attacks + target select between enemies in sight - Timed sword deflect vs falling tower bombs - Sword hit range fixed + other bugs Gameplay’s finally settling in, WDYT? #Godot #indiedev #gamedev
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Timo @thecurlydev.bsky.social · 31/12/2025
My last update for 2025: - Tactical grid system (normal + multi attacks) - It was quite a fulfilling year: many tiny steps, many rewrites, and plenty of “almost there” moments. I didn’t finish everything I wanted, but the core idea is nearly locked in. - To 2026!
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Timo @thecurlydev.bsky.social · 23/12/2025
Another pre-xmas dev update: first SFX implementations - Footsteps per surface - Jump + dash - UI selection + upgrade select - Sword swings - Bombs - Water (why is water so complicated?) Everything feels way more alive though. Water VFX effects next #gamedev #indiedev
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Timo @thecurlydev.bsky.social · 20/12/2025
Small Dev update before x-mas: Skill system is getting along. • Re-roll skills • Dynamic skill slots • Quick descriptions • Level-ups = skill points • Main skill use point to unlock; main/child skills (after unlock) use points or gold. #gamedev #indiedev #Godot
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Timo @thecurlydev.bsky.social · 06/12/2025
Please be nice to my spider boss. She’s in that awkward phase between "goofy animation test" and "traumatizing one-shot encounter". #gamedev #WIP #indiedev #godot
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Timo @thecurlydev.bsky.social · 27/11/2025
Small Dev Update: - Reworked dialogue system - Testing new scripted scenes - First level boss fight nearly done - Final polish + tighter skill-system integration next - Goal: playable private alpha by year's end #gamedev #indiedev #Godot #GodotEngine
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Timo @thecurlydev.bsky.social · 12/11/2025
Dev update: - punchier hit VFX - layering/masking fixes; - ongoing progress in boss fight dev - better enemy visibility in tree-heavy areas - new group combat flow via manual "Kairos Charger" Not 100% sure about Kairos, but it's starting to feel right #gamedev #indiedev #Godot
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Timo @thecurlydev.bsky.social · 30/10/2025
testing some shader effect for skills selection #indiedev #GodotEngine #gamedev
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Timo @thecurlydev.bsky.social · 26/10/2025
Some update! 🎮 • Movement overhauled • Sword & communicator head now move in circular arcs • New sword animations + combos • New skill system approach • Mid-level boss fight almost finished • Pickable loot pops from barrels/objects #IndieDev #GodotEngine #GameDev
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Timo @thecurlydev.bsky.social · 30/08/2025
Game Dev Update: - Push It, Pull It, Throw It, Twist It? (, Bop It?) - Fixing sprite3D/water rendering issue #IndieDev #GodotEngine #GameDev
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Timo @thecurlydev.bsky.social · 28/08/2025
Testing Buoyancy Water Effect
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Timo @thecurlydev.bsky.social · 26/08/2025
It’s been a while, but here’s a game dev update! - Improved level design - New trees with particle leaf effects - Fresh level textures + toon shader effects - The blocky “Minecrafty” look is gone Next up: - Performance improvements - Parallax upgrades - More sinister gameplay
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Timo @thecurlydev.bsky.social · 15/07/2025
Oh no, it's the unbearable Interdimensional Karen: a floating head that pops in, blocks your view & demands “to talk to the manager!”. Hilarious yet infuriating, still deciding if she stays or gets yeeted back to her own dimension. #gamedev
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Timo @thecurlydev.bsky.social · 10/07/2025
Between interviews and life events, I finally pinned down the menu revamp! Sleeker UI, easier visual tweaks, and a hefty "under the hood" rewrite. Graphics/UI will still evolve, but now I’m shifting to fresh level challenges, new hazards & objectives beyond enemy mobs. Onward!
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Timo @thecurlydev.bsky.social · 16/06/2025
Still working on re-designs, but in the meanwhile, there are walls from the earth
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Timo @thecurlydev.bsky.social · 29/05/2025
Spidey senses tingling...
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Timo @thecurlydev.bsky.social · 29/05/2025
Not much new to show yet, but a few updates: Reworked switching between bubbly messages and dialogue. Started the story Added a key character Added a short speed boost Forgot to remove audio, oddly, it fits More redesign & gameplay tweaks coming soon
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Timo @thecurlydev.bsky.social · 14/05/2025
Let's goo
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Timo @thecurlydev.bsky.social · 06/05/2025
Just wrapped up my @reactvienna.com talk! My threejs live demo glitched 😅, so I recorded a quick recap starring my shader sidekick, GobGob—this time the ending actually renders. (A few shader effects are not shown in the video, but you’ll get the idea!)
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Timo @thecurlydev.bsky.social · 27/04/2025
The cover might fool you, but inside is an unexpected mystery. Every time I thought the story had revealed everything, it kept unfolding with more twists. In true Japanese fashion, it dives deep into details, here, picture composition...and only comes together at the final pages.
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Timo @thecurlydev.bsky.social · 17/04/2025
testing grass with movement in it
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Timo @thecurlydev.bsky.social · 12/04/2025
multimesh grass (not sure about performance here, but ill figure out improvements)
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Timo @thecurlydev.bsky.social · 12/04/2025
update: .) simple box mesh grass (vs multi mesh grass, video below) .) first iteration of a menu (probably will change completly) .) change camera perspective to orthogonal instead of perspective
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Timo @thecurlydev.bsky.social · 11/04/2025
Coping hard when an implementation doesn't work as expected
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Timo @thecurlydev.bsky.social · 30/03/2025
so much fun
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Timo @thecurlydev.bsky.social · 29/03/2025
More VFX, MOOOORE
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Timo @thecurlydev.bsky.social · 17/03/2025
just created a sprite texture image from my 3d model
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Timo @thecurlydev.bsky.social · 16/03/2025
i start to really like learning shader programming
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Timo @thecurlydev.bsky.social · 14/03/2025
Update: Testing a lot of new things. barrels, environment stuff, invisible walls, flying swords for melee. a not yet working grid duality mesh system for better visuals. Probably moving back to load multiple level chunks in one instead of adding/removing them on the "go"
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Timo @thecurlydev.bsky.social · 09/03/2025
Well, it's a start
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Timo @thecurlydev.bsky.social · 03/03/2025
The sunny weather inspires me, lets do some simple environment effects
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Timo @thecurlydev.bsky.social · 27/02/2025
My exploding barrels look like cake
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Timo @thecurlydev.bsky.social · 13/02/2025
Learning and playing with water shaders and approaches from different sources just to find out i can't use certain effects like foam and ripples in Mobile mode in Godot4.2, just in Forward+ the way i'm doing it right now.
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Timo @thecurlydev.bsky.social · 10/02/2025
After this I'll maybe get a whiteboard
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Timo @thecurlydev.bsky.social · 09/02/2025
Learning New VFX Effects
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Timo @thecurlydev.bsky.social · 08/02/2025
Not sure if this is getting somewhere, but lets see
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Timo @thecurlydev.bsky.social · 03/02/2025
Create 3d coin with a.i: 1) Generate e.g a roman texture in black/white 2) Select the paths of white or black shape 3) Convert the selected paths to svg 4) import in blender and use the Data Object Geometry Selection to extrude and bevel. 5) Convert to mesh
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Timo @thecurlydev.bsky.social · 02/02/2025
Game Update: .) Refactoring mostly to Ray-cast Nodes for visibility (not sure if this is affecting performance vastly more) .) Add skill tree menu, which seems to almost work flawlessly .) Add saving of skill system data .) first implementation for save states in general
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Timo @thecurlydev.bsky.social · 26/01/2025
Update: .) more VFX effects .) dashing (maybe dark souls rolling in the future) .) parry/block .) floating text for character info
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Timo @thecurlydev.bsky.social · 24/01/2025
Finally, a book I was waiting for. A smooth distilled version of Alfred Adlers practices.
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Timo @thecurlydev.bsky.social · 17/01/2025
Really need to fix these towers clipping. can anyone tell me why this is happening with culling disabled? next up -> some new game elements
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Timo @thecurlydev.bsky.social · 12/01/2025
update: .) adding low poly towers .) adding parallax effect todo (fixing things): .) selection bugs .) normalized textures in low poly 3d models .) enemy behaviour bugs .) clipping bugs
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