ChaosKid
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chaoskid1024.bsky.social
ChaosKid
@chaoskid1024.bsky.social
Hello, my name's Thomas. I do tracker music and games sometimes.

Other links:
Itch: https://chaos-kid.itch.io
Bandcamp: https://chaoskid1024.bandcamp.com
YouTube: https://www.youtube.com/@chaoskid1024
Probably one of the more involved backgrounds I've done for this game. I have a timelapse of making it that I might post on YouTube later as well.
November 10, 2025 at 1:46 AM
Did some animation and sound effects for this weird crystal thingy that takes you to new worlds. Still has a couple issues for now, but it's coming along nicely I think.
October 22, 2025 at 11:58 PM
If you have a SubViewport in Godot, apparently you can assign its render to a TextureRect.

So I crammed the world into one, and made this really trippy effect by overlaying them. Probably shouldn't use it in the final game. Looks really cool, though.
October 21, 2025 at 12:33 AM
Had time to spare between college assignments, so I could get a little work done today. Got halfway through drawing an outline for the new world map, and spent a couple hours making this movement guide to aid me in level design. Although far from perfect, it works well for now.

#indiedev, #gamedev
October 16, 2025 at 2:31 AM
Was curious what would happen if I made the 3D update process rely on RNG...
September 11, 2025 at 7:07 PM
Pseudo-3D trees.

Struggled a ton with figuring out a background for this zone, and although this is totally nonsensical, it looks cool and was way easier to do in this perspective.
September 11, 2025 at 6:09 PM
Some procedural flowers and grass. I think it adds a dynamic touch to this zone which has been missing, and it's a simple raycast-based scan so it's very easy to deploy.

Also, yes, there's no background. I wasn't particularly fond of the old one, so I want to try something simpler.
September 9, 2025 at 2:13 AM
Super rough 3D experiment I quickly made last night. Not entirely sure how I feel about the effect, but it could be neat as long as I'm subtle about it.
August 25, 2025 at 8:06 PM
Finally breaking ground on a pause menu and map system. Might have a short demo ready before October.

I find that UI is kind of like a bathroom. It's not what brings people in, nor is it particularly exciting to work on, but I want it to be as clean as possible anyway.
August 24, 2025 at 7:37 PM
May not look super impressive right now since it's just UI and has no sound yet, but this was a hassle to make! Especially the input remapping. Plus, I had to make my own button object since Godot's was being a little finicky.

Still some work to be done, but it's coming along well.
August 12, 2025 at 4:30 AM
Well that's not supposed to happen...
August 5, 2025 at 10:19 PM
Main phases of this fight are coming along neatly. Now I just need to implement some way of dealing damage so you can actually progress the fight.

And... deal with those awkward blue boxes...

#gamedev, #indiedev
August 4, 2025 at 11:36 PM
Recently started work on another boss fight. Lots of janky test art, but the mechanics are coming along neatly. Got this bouncing attack for phase transitions done this morning. Gonna get some lunch, and then get back to work on the main phases.

#gamedev, #indiedev
August 3, 2025 at 8:56 PM
Those blue boxes are supposed to tell the camera where to move to, room to room. I had to change the base resolution of the game to fit the gameplay better, so the size of a "room" has changed as a result. Meaning the entirety of all these old levels are broken. Guess there's no going back now!
August 1, 2025 at 10:16 PM
Pixel perfect vines, using individual segments of Sprite2Ds. Works surprisingly well despite its messy implementation.

#gamedev, #godot
July 14, 2025 at 9:50 PM
Decided to test exporting in advance, and I am quite pleased to find that nothing has broken on either Windows or Linux. Very nice!

Though, running around the world I've created makes me realize that, man, this game's a lot bigger than I thought it'd be initially.
June 28, 2025 at 2:15 AM
I've been trying to focus on this zone this past week, which had been hilariously underdeveloped for a long time. Progress is alright, though there's still a lot more work to do, of course.
June 23, 2025 at 1:36 AM
New video on the YouTube channel soon. I've never done a video project quite like this before.
May 5, 2025 at 3:04 AM
Was trying to make a toggle-able non-pixel-perfect mode, so I could have some smoother camera and parallax movements. I was worried it'd be a nightmare to implement, but most of the game played nice...

most of it...
April 5, 2025 at 1:01 AM
I've decided to do a little decorative work for one of the levels. Background's still a bit empty, but things are definitely starting to look a lot more complete.
April 3, 2025 at 4:00 AM
Things are going fairly well on the game. Two zones are mostly roughed out as well as one boss fight, and I've started working on the third zone. I'd estimate I'm about, uhhh, 10 to 20% of the way there? It's a bit hard to say.

Anyway, here's an earthworm with a fist for a tail.
March 17, 2025 at 2:36 AM
This month was a bit of a mess, but I got a fair amount of work done anyway. Got a number of mechanics and enemies done, and I've begun working on level design. Here's one of my favorite rooms so far.
March 1, 2025 at 3:00 AM
Progress on the game's been going nicely. Most of the foundations are laid, now I'm just adding new stuff. Right now, I'm drawing tilemaps. Here's one of them so far.

This is a more ambitious project, so it might take a couple more months. Or maybe even the whole year. We'll see...
February 10, 2025 at 5:51 PM
One of the enemies from a game I've been working on this past month.
January 26, 2025 at 11:33 PM
...sorry, there we go. The gif wasn't playing for some reason.

I made this simple effect for a game I'm working on right now. I think it turned out pretty nice.
January 18, 2025 at 6:35 PM