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Eva Codes 👩‍💻
@eva.codes
Sleepiest coder and poster of selfies

Gamedev working on https://saltwater-bodi.es/ 🎮

🖤🩶🤍💜
Played through a bit of Arcus as I realised I hadn't yet, and got an unexpected hit of FF8 nostalgia from the ballroom scene :o
November 9, 2025 at 6:30 PM
Implemented a very basic objectives tracking system & dialogue system.

Need to neaten up the UI obviously and also implement dialogue choices/branching...

#gamedev #indiegame #godotengine #screenshotsaturday
October 18, 2025 at 4:46 PM
Thought I'd try out the Nightmare Kart vinyl on the new record player we got and the A-side did this 😭

@b0tster.yeag.gay NMK clown edition

(probably just the player being finicky, the B-side plays fine)
October 8, 2025 at 6:23 PM
Added dynamic air pockets. As your air gauge refills they shrink, so will be a limited respite during dives~

#gamedev #indiegame #godotengine
September 29, 2025 at 6:53 PM
September 27, 2025 at 10:33 PM
Is this a sign to add a boat? 🤔

#gamedev #godot
August 6, 2025 at 6:32 PM
If you like dog behaviour then Mainecoons are a great cat. Much like how foxes are cat software on dog hardware, Mainecoons are dog software on cat hardware (though they do get massive, like 10kg and over a meter nose to tail)

Roxy basically barks, and knows a lot of tricks (eg up, down, paw etc)
July 26, 2025 at 10:21 PM
Adding more body parts to the player, currently pelvis + upper legs.

Even with just this much it changes how you approach tunnels as you can bend easier in some directions than others, which will become more apparent once I add knees!

#gamedev #indiegame #godotengine #screenshotsaturday
June 28, 2025 at 7:39 PM
The value compared against isn't just the height, I wanted to eg allow travel along branches, horizontal stuff, non-uniformity in general, so I used the vertex color.

Each vertex's red channel is used as the threshold, so I can direct the flow of the blend (here the whiter part will blend later):
June 7, 2025 at 9:49 PM
The infection state of each plant is used to drive a blend factor as a per-instance shader parameter.
This is used in the fragment shader to blend materials between two different albedos/textures.

The blend window can also be adjusted per-material, eg the mushrooms here "pop" in sharper than wood
June 7, 2025 at 9:45 PM
For this #screenshotsaturday I'm taking a little break from SWB to work on an entry for the HauntedPS1 "Budding Growth" gamejam. My entry "Fruiting Bodies" is centred around fighting a spreading fungus.

Been working on this shader effect where material blends can "spread", details below

#gamedev
June 7, 2025 at 9:41 PM
Adding a small "proprioception"/proximity view you can enable, to allow player to tell exact state of their body and explore darker areas.

It uses dithered transparency so wouldn't be surprised if bsky compression makes it look weird...

#gamedev #indiegame #godotengine #screenshotsaturday
May 24, 2025 at 7:50 PM
May 23, 2025 at 11:01 AM
Working on stamina/oxygen usage systems

You can press "R" to retract chest, this increases oxygen usage but lets you fit through a smaller space

When you let go, the chest is still bound by physics and that's what actually drives the stats, not the input directly

#gamedev #indiegame #godotengine
April 14, 2025 at 1:11 AM
They already have a drugs slider for AI apparently
April 4, 2025 at 10:14 AM
Brewing health potions

(meal-prepping the water soluble/fine-to-split vitamins in my daily routine, because I keep forgetting some)
March 31, 2025 at 9:25 PM
When your character is slightly off a ledge and the inverse kitty-matics kicks in
March 18, 2025 at 6:15 PM
Made a path based ladder editor thing so I don't have to model a bunch of ladders

#godot #gamedev #indiegame
March 13, 2025 at 12:01 AM
Got some basic ladder movement working. You can interact to move onto the ladder and can even move between ladders while climbing one. Will probably add "exit points" ala HL2.

#godot #gamedev #indiegame
March 6, 2025 at 12:54 AM
A bit more work on underwater stuff too.

You might notice a bar in the bottom left - This is the "air" meter and currently just ticks down at one per second, but want to add mechanics around sprint/dash and also breathing out for caving reasons

#GodotEngine #ScreenshotSaturday #Indiegame #gamedev
February 22, 2025 at 6:59 PM
Finally back to working on SWB a bit more!

Made it so "held" items can be stacked and visually display this - The back and forth on grabbing building supplies was annoying me even just during development and I think this is more satisfying~

#GodotEngine #ScreenshotSaturday #Indiegame #gamedev
February 22, 2025 at 6:53 PM
I always assumed this is what "spectrum" was to convey, kinda like spectral lines? Ie, here are a range of various things, each of which may or may not be present.
January 15, 2025 at 11:10 AM
A bit blocky but have assembled together some assets into a little house/room thing for the player.

The main area outside of the caves will be made of these prefab style buildings clustered together.

#GodotEngine #ScreenshotSaturday #Indiegame #gamedev
January 5, 2025 at 12:07 AM
December 25, 2024 at 1:47 AM
Playing around with Godot's animator, using it to drive particle systems as well as transforms. Actually really easy!

#GodotEngine #ScreenshotSaturday #Indiegame #gamedev
December 21, 2024 at 6:38 PM