Bad Guy Games
badguygames.bsky.social
Bad Guy Games
@badguygames.bsky.social
Part time solo indie game developer, OSR enthusiast, gamer, indie/synthwave/citypop music fan.

He/Him
Another video!

This is a significant change - instead of a huge region with a hexmap, I've pulled back to a single, local area adventure. I'm hoping to have both at some point, but I need to keep reducing scope or I'll never get to a finished, playable game.

#godot #rpg #indiedev #gdscript
September 14, 2025 at 6:57 PM
Woah, a video!

I rebuilt the combat system recently - it's currently set up to auto-fight, melee only. In the dark of a dungeon, it's a quick, violent scramble to kill your opponent before they kill you.

#godot #rpg #indiedev
August 28, 2025 at 11:36 PM
Part time development is a slow process. I need to keep reminding myself that even though I don't have flashy new features to show off, that progress is being made nevertheless.

Here's a screenshot of my current dungeon view, which is the main gameplay focus!

#godot #gamedev #indiedev
July 25, 2025 at 9:47 PM
I just added a feedback form that submits to a google form, implementation took under an hour (and half of that time was realizing I needed a HTTPRequest node in the tree.)

Shoutout to DangRascals for the how-to on Reddit!

www.reddit.com/r/godot/comm...

#godot #gdscript #indiedev
May 29, 2025 at 1:33 PM
Working towards a vertical slice for playtesting!

#godot #godotengine #gamedev #screenshotsaturday #rpg #indiegames
January 19, 2025 at 2:41 AM
Making some dev tools!

Godot's resources are flexible data structures, but the default gui can be pretty tedious to work with, especially for adding sub-resources.

Here's my in-progress world and dungeon map editors, to make the initial setup a breeze.

#godot #gdscript #rpg #indiegame
January 13, 2025 at 3:17 PM
One of the goals of the design here is to allow players to play how they want, to some degree.

OSR games aren't balanced, and that's inspiring. The game will give hints to the player in the form of enemy behavior, etc. And they'll learn what's too hard for their team, the hard way.
November 11, 2024 at 8:00 PM
But the focus remains the same it has since I started this line of projects back in... 2019, I think. Dungeon crawling, in all the gritty, grimy glory of early D&D and computer rpgs.
November 2, 2024 at 12:54 AM
The game is looking pretty similar to the layouts I made, although it's hard to tell yet if it will be fun. It's very systems-driven, and hard to do anything until a lot of those underlying systems are already in place, unfortunately.
November 2, 2024 at 12:52 AM
I spent some time over the past year getting the world generation in order, and setting up some of the base screens, but only really got serious again the past few weeks.
November 2, 2024 at 12:50 AM
By the time I had these mockups ready, which took about a week of occasional effort, I was feeling like I could actually tackle a project of this scale.

Previous efforts were centered around a 3d, procedurally generation dungeon engine with voxels. I got that working, but prototypes != production.
November 2, 2024 at 12:48 AM
November 2, 2024 at 12:45 AM
This was starting to feel like something, though. Very early jrpg inspired, but with an aim at being primarily PC, at least at first. It wouldn't be too hard to do controller support, although menus might get a bit tedious.
November 2, 2024 at 12:44 AM
I liked the idea of black and white, but that probably only works with a talented designer behind the imagery - some level of dithering, etc. Part of this process was figuring out how I could do art at all. I'm not an artist - the best I can do is some color editing, even for pixel art.
November 2, 2024 at 12:42 AM
These were done in aseprite and with some placeholder ai images, or images from other games.
November 2, 2024 at 12:41 AM