#cherubdev
Overly simplifying what I'm doing, but you can see some of the steps to the final render.

#CherubDev #UE5
September 28, 2026 at 12:01 AM
Sometimes I feel really smart.
This is one of those times.

I realized that I had more than enough bytes in a RGB buffer to encode 6 index(32) values. This has completely changed how I handle the rendering in LC and have since completely rewrote said rendering from the ground up.

#CherubDev #UE5
September 27, 2026 at 11:03 PM
🌟 BlueSky trending hashtags (1h) #16-30:

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👇 #1-15 trending hashtags
September 18, 2026 at 9:00 AM
🔥 BlueSky trending hashtags (30m) #16-30:

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September 18, 2026 at 8:30 AM
🌟 BlueSky trending hashtags (1h) #16-30:

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👇 #1-15 trending hashtags
September 18, 2026 at 8:00 AM
September 18, 2026 at 8:00 AM
September 18, 2026 at 8:00 AM
September 18, 2026 at 7:45 AM
Pile(BUN)ker.

I usually don't work on this during the week, but I needed to unwind something fierce and this helps fight the bad brain bullshit.

So, I spent time trying out audio for the execute. Made 5 different cam angles for the kill to reduce fatigue.

I am pleased.

#CherubDev #UE5 #GameDev
September 18, 2026 at 7:30 AM
Current plan; WEAK state still a thing, but to trigger an Execute, you just hit them once with Lucky.

I'm very unhappy with how much I was able to make use of the long weekend. Seems like I could never just focus. Guess that's the ADHD? Still new to this. I hear working out helps.

#CherubDev #UE5
September 8, 2026 at 8:34 AM
September 7, 2026 at 1:30 AM
Here's a rough draft of a feature I've since scrapped. Doesn't flow right with what I want in combat.

Can salvage a lot of it though.

#CherubDev #UE5 #BunnyPileBunker
September 7, 2026 at 1:06 AM
August 29, 2026 at 8:00 AM
August 29, 2026 at 7:45 AM
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August 29, 2026 at 7:45 AM
🔥 BlueSky trending hashtags (30m) #16-30:

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August 29, 2026 at 7:43 AM
🚀 BlueSky trending hashtags (15m) #16-30:

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👇 #1-15 trending hashtags
August 29, 2026 at 7:43 AM
I put a stupid amount of work in to UI transitions. All for something that lasts less than a second.

But it just feels sooo gewd.

You might not notice, but that the crosshair never leaves the screen. It just morphs to new shapes.

#CherubDev #UE5
August 29, 2026 at 6:14 AM
It's the weekend. It's LC time.
Updated scanmode screen. I want the player to be able to make thoughtful choices when checking a target for parts. Plus it gives me a screen to put flavor text.

Timing will be adjusted later. This whole thing might not even flow and need scrapped.

#CherubDev #UE5
August 29, 2026 at 6:05 AM
Better pacing.
I need to figure out a good way to edit these. The amount of guessing I have to do because it's not really visible until I hit play. If I want to do more, I'll need to be more efficient.

#CherubDev #UE5
August 22, 2026 at 8:31 AM
🌟 BlueSky trending hashtags (1h) #16-30:

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👇 #1-15 trending hashtags
August 22, 2026 at 5:00 AM
Entirely an early look at various in progress systems:
🎥 Trying to get my Level Sequence manager working. LS are extremely annoying and very fragile, so boilerplate is needed.

⏱️ I also made a simple QTE that does nothing. It has various modes. Here you can see the SMASH version.

#CherubDev #UE5
August 22, 2026 at 4:43 AM
I made a 'Time Stop' shader.

#CherubDev
August 22, 2026 at 4:04 AM
Weekend done, time to hang it up.
Many rough edges, but I'm still having fun. Going to completely rewrite the weapon grab mechanic.

It's surprising how enjoyable an NPC with a basic (random attack + walk direction) type brain can be.

Oh. I added an 808 kick to the Kill Confirm.

#CherubDev #UE5
August 17, 2026 at 7:33 AM