Movement Visuals done, this includes camera lean when moving in certain directions, the gun rotating to face camera movement, and DOOM inspired weapon bobbing that's speed relies on the player's move speed
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@wrocks
Movement Visuals done, this includes camera lean when moving in certain directions, the gun rotating to face camera movement, and DOOM inspired weapon bobbing that's speed relies on the player's move speed

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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begun reworking my weapon system to allow for cleaner setups than before
Got some more UI work done, namely crosshairs which react when shooting, change based on the weapon being used, and react to a lack of ammo when firing
New health bar is currently a work in progress
NEW FEEDBACK PROTOTYPE!!!
raise hell in the hollow earth, killing dinosaurs and lizard men alike
new prototype build of AOTK now available, please give it a try and give me some feedback, any feedback at all is welcome, thank you!

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Items have been fully remodelled, so weapons no longer look like they are bad minecraft mods, got item system sorted for ammo, health, weapon pickups and even keys for opening locked doors, soon enough it'll be a proper quake-clone
Visual testing before I go ahead and start trying to make levels, I think for now Im going for a more vibrant quake look, not too vibrant though, dont want to make it too vibrant though, cus then whenever something needs to pop out (enemy, POIs, item pickups, etc)
audio test, right now they are just placeholders, recorded them all myself
it's been nearly 2 months since i last uploaded anything, and ive gotten up to alot, completely new code rewrite, now its technically version 11, or it would have been but i have since rebranded from Dinoblast!, to Attack Of The Killer Human!
This new in development version comes with heavy movement improvements, and visual changes, having switched from blender to blockbench for modelling the weapons are now a bit more plasticy, which i do need to sort out.
been going pretty heavy into the use of particle effects
A #blocktober post! Been mucking about with a first person testbed in Godot because I am easily distracted. Knocked together a short level with oldschool DOOM slidey doors, since you'll spot issues in a more structured gameplay environment that aren't necessarily going to show up in a more open sandbox.
One thing that did jump right out at me in the sandbox is that Godot physics' usual CharacterBody3D/Collision capsule setup does not play nicely with stairs. Practical maximum step-up on a default 2m*0.5m capsule is about 0.1m which is well shy of real world numbers, let alone retro games. Typical riser heights in the UK are around 0.135m - 0.15m, but in a first person camera those will look pretty short. I'd guess you'd probably want to look at 20cm even in a fairly grounded non-retro style game?
In DOOM/Quake 16 world-unit steps were common which was over a quarter of the player height and max was 24 units. BS spitball maths makes that around 30cm-40cm: I'd have to see if that looks right or not. This depends on the camera setup, and modern FPS games tend to have lower FOV.
Anyway, I can see there are a few people's improvements and workarounds floating around, so I may try those out to see if any of them feel right to me.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Compilation of some previous stuff, as well as the newly implemented rocket launcher
Crossbow animations + time between shots implemented
In the final product, the crossbow will be a slow-firing slow-reloading weapon, encouraging players to swap to different weapons during reloads.
But right now, it's just a test that I can't fire during the firing animation with the new weapon system I'm currently developing. Once I'm happy with the crossbow, I'll either be working on a rocket launcher or an unarmed/melee weapon.
Added the ability for the crossbow bolts to stick to the environment
Testing the creation of a seamless transition between playing an animation for a projectile weapon and the creation of the actual in-game projectile, think it works pretty well, although haven't coded any movement or collision for the projectile so it just falls lol
Improved weapon swapping, so I can now swap between weapons using both the mouse scroll wheel and the keyboard number buttons

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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finally figured out how to display the weapons without clipping, while also having them be subject to the lighting of the Scene,
It was very simple, just needed to make use of the visual layering available to cameras in Godot.
Continued development
I haven't worked on Dinoblast for a variety of reasons, including other more important things distracting or outright halting development and a general sense of aimlessness. This project started out as a way to learn game development, so I very quickly hand-waved anything I did not want to do immediately, which was fine when it was a project that existed purely for the sake of learning, but later in development, I became more passionate about actually turning this game into something that could be considered a finished and polished experience.
So I need to spend a while fully deciding what exactly I want this project to, which means I will have to finally get around to creating a GDD, im hoping to have a complete one by the release of Godot 4.5 so I can immediatly start on the newest version of the engine with a complete vision and more of a plan when it comes to development, so I hope and plan that by the end of the month I will be ready to begin some real development on this project