#devtober
itch.io/jam/devtober...
#gameDevs
🎃#Devtober is starting soon!🎃
It's a month long gamedev daily challenge to work on your game 📷 (Do it how you want~!) I do it every year & and I started #YesterSol in it :D
#gameDev #soloDev #indieGameDev
Devtober 2025
A game jam from 2025-09-30 to 2025-10-31 hosted by Ellian. Hello, and welcome to Devtober 2025! What is Devtober It's pretty simple - i t's a personal challenge where the focus is finding your own pac...
itch.io
September 21, 2025 at 12:11 AM
Devtober Day #5

Made a bit of progress during the small time I had between the double shifts I've worked this week. Started adding scribbles.
October 6, 2025 at 3:21 AM
October 16, 2025 at 9:54 AM
#devtober day 31 - Shannon blinking

Wanted to finish with something visual, and luckily I found a nice tutorial on how to implement blinking with blendshapes by @evepaints_ -- linked below.

The Shannon model was a commission last year from k_catz on fiverr, briefly shown to the Quest 64 discord.
November 1, 2025 at 3:30 AM
#devtober day 3 - decal shadows for areas with indirect light.

This was partly in yesterday's, but I'm trying to incorporate a slight decal shadow for actors to use in some lighting conditions. Trying just realtime shadows presented an odd look when moving through patchy shadows like canopies.
October 4, 2025 at 2:29 AM
devtober day 8 ft. younite
#robloxart
October 8, 2025 at 11:58 PM
#devtober day 5, sub evaluators

While I could poll the original map + camera data from an area, I could not do this with multiple sources.

Today's work was to add support for an evaluator to have "sub evaluators" which will help with interiors like dondoran and the monastery.
October 5, 2025 at 8:30 PM
October 19, 2025 at 9:02 PM
Recorded a recap video for the #devtober work today:

www.youtube.com/watch?v=Fw9R...
Devtober 2025 Recap
YouTube video by Trey Hayden
www.youtube.com
November 16, 2025 at 1:01 AM
#devtober day 2, circle alignment.

Continuing the process of gutting the placeholder systems and replacing them with the decomp results. Today's was getting the random battle check to use the original's circle data.

This neatly (and thankfully) replaces the shaky procedural system I'd attempted.
October 3, 2025 at 3:04 AM
#devtober day 25 - starting magnet rock

About 20m in, I remembered why I kept skipping this one. Added a rock dissolve shader and updated the particle event stuff to take a scaling coefficient. The rolling rock dust is too aggressive atm and overall colors feel mushy.
October 26, 2025 at 3:38 AM
Finally got some animations implemented. Working on implementing a "shooting" animation next - and maybe some sound effects too. #IndieDev #GameDev #mecha #godot #lowpoly #Heavensfall #devtober
October 5, 2025 at 9:34 PM
#devtober day 4 - using the original fixed camera system.

Dondoran's U-shaped secret room is a good example of this, as the upstairs balcony is actually on the same submap and let me swap between the default camera mode and a fixed one.

This will hopefully replace my sea of indoor virtual cameras.
October 4, 2025 at 9:14 PM
It's #devtober day 12. Im making as many 30 second mini games as I can.
#gamedev #indiegamedev
October 12, 2025 at 6:36 PM
#devtober day 7 - part 2 of fixed camera parity

With yesterday's work being held up by a dumb typo, the fixed camera areas are working pretty closely to the original now. This will help magnify subtle things like slide activation time, general area feel, post-warp orientation etc.
October 8, 2025 at 1:27 AM
"i've got a headache."
devtober day 3 ft. stickmasterluke
#robloxart
October 4, 2025 at 5:47 AM
Testing the car limits, it can now do a deathroll!🐊

#indiegame #indiedev #gamedev #cozygame #Racing #driving #FeedbackFriday #Devtober
October 31, 2025 at 8:51 AM
elliot you've turned into a marketable candy bucket!
devtober day 2 ft. dued1
#robloxart
October 4, 2025 at 5:47 AM
#devtober day 14 - part 2 of simulated follow cam

The basic follow cam is starting to get there, but I'll need to sit down and work out a solution for the 30-fps magic numbers for a variable fps environment.

Also didn't realize that the quest follow cam has npc avoidance!
October 14, 2025 at 9:19 PM
devtober day 5+6 ft. mm2 crew
#robloxart
October 6, 2025 at 7:24 PM
Well it's yet another #devtober and we'll see how long I last this year! Today: adding text prompts to the use prompt! This is part of a small change to some button layout things that'll come either later today or tomorrow!
#pixelart #gamedev #survivalhorror
October 1, 2025 at 11:18 AM
#devtober day 9. Seeing as devtober is kind of a season for getting around to work you couldn't really be bothered with, I'm finally expanding the inventory screen to show your gear, map and files you picked up. It's getting weird..

#pixelart #gamedev #survivalhorror
October 9, 2025 at 4:22 PM
#devtober day 19 - fire pillar 2nd iteration

Sped up the main motion after being surprised at how fast the original animation is. Agreed with ratdev's comment yesterday about it looking more like lava, so I added some of the fire 1/2/3 trail sprites and adjusted the color some.
October 19, 2025 at 9:11 PM
#devtober day 22 - magma ball visual arrangement

This was one of the trickier ones to date, and was the first to require 2 unique shaders -- a wobbly lava one and a decal to let me partially "reveal" a lava texture in the travel path.

Also thinking of doing an october recap vid, lmk if interested.
October 23, 2025 at 3:35 AM
#devtober day 28 - blocking and door issues

Adjusted the animation / IK stuff to play nicely with doors and the new 30 fps sim stuff, but the denser layouts are inviting problems with the stencil door trick from last year.
October 29, 2025 at 2:17 AM