Playing around with the bloom again, I think this is just right.
Posts by glossydon
Dang, the transparency is completely missing!
Some notes were taken from other games in terms of how geometry generally gets laid out for the purposes of limiting play-space.
Currently, the spaces where interesting things would occupy, or choke-points between, are way too wide! That'll get fixed sometime soon-ish.
I originally used Terrain3D for, well, Terrain in the Overworld.
After discovering some unfortunate performance losses, I've decided to go back to the original plan of using bespoke 3D models made by-hand.
I remade the drop shadow routine in C++, and now it's ten times faster!
glossydon.itch.io/ventury/devl...
#godot #indiedev #gamedev #godotengine
Pixies, Ogres, and Specters!
glossydon.itch.io/ventury/devl...
#godot #indiedev #gamedev #godotengine
New build soon, just need a little bit more time in the oven is all!
Pixies!
For the few people who have given me their two cents on the builds, it means something to have a tangible version of the project in their hands.
You get their unique perspective (or a monkey with a controller), which has inherent value, but isn't ultimate.
I still have a lot of things that haven't been developed yet, some monsters or bosses that haven't been modeled, rigged and animated, and three layers of polish and juice, before I'd want to put a ton of effort into production.
And I haven't yet mentioned the Steam Deck - that's also a priority!
I strive to output a new build of the game by the end of every month. Though it is a little more slow-going, I find the frequency to still have yields for morale and progress.
My focus is bouncing between more enemy variety and systems for production.
He can phase through walls and stuff, too!
I made a new enemy type! Ignoring a few kinks I still gotta iron out, I'd say he's about ready.
#godot #indiedev #gamedev
I posted this on librewolf originally, and forgot that it really doesn't like this website for some reason. Oops!
Potions, aerial combat, and a lot of tooling.
glossydon.itch.io/ventury/devl...
#godot #gamedev #indie
I made 224 change notes throughout 2025. That's like making one change every day and a half, plus or minus a little!
Healing phial, very unfinished but functional.
Basically three years of pre-production, and I finally get around to health restoration. I might be cooked.
#godot
I partake in a hoedown
Aria plays checkers
Tinsel breaks her toys
Tonight:
I partake in a hoedown, Aria plays checkers, and Tinsel breaks her toys.
glossydon.itch.io/ventury/devl...
#godot #gamedev #indie
Some more screenies, since they're neat!
Horseback Archery sucks less now. Yippie!!!
So chests are a thing now. Only took me since 4.0's release to finally get around to them, but here they are!
#godot #indiedev
Pause menu's still cooking in the oven. Guess video's better than screenshots, since Bsky has been having many meltdowns over my screenies the past few days.
Huh, so I guess bsky hates screenshots?
This is surprisingly obtuse to implement, but I'll keep chipping away.
Mockup for what the pause menu could look like.
This is gonna be a bit difficult to figure out, but I'm willing to give it an honest try!
I get harassed by deer
Aria gets chatty about my getup
Tinsel does her best impression of a croissant
Tonight:
I get harassed by some deer, Aria gets chatty about my getup, and Tinsel does her best impression of a croissant.
glossydon.itch.io/ventury/devl...
#godot #indie
In the event some unfortunate soul has the same problem as I did, resources not updating in the inspector despite modifying them from an editor plugin is fixable.
take_over_path() is what you use to overwrite an existing resource.
Tools are really hard to make. There's so much less margin for error when you're making a tool versus a video game.
A digital illustration of Ventury's player character, Rixin, illuminated by fire in a dark, stony environment.
A digital illustration of Ventury's companion character, Aria, wading in shin-high water as she navigates towards sunlight from a flooded stone corridor.
Two pieces of art, both individually featuring characters from my game, were illustrated by the giga-talented @geahgeah.bsky.social!
Thank you so much!!!