StayAtHomeDev
stayathomedev.bsky.social
StayAtHomeDev
@stayathomedev.bsky.social
FUS RO DAH!

The same gravity belt that allows players to walk on walls can also discharge a gravity pulse, sending enemies flying.

#WishlistWednesday #Skyrim #GodotEngine
December 3, 2025 at 4:18 PM
This thing is starting to feel like a game.
December 2, 2025 at 9:34 PM
This was way easier to implement than I thought.

A bullet time effect on enemy death. Will likely save for explosions and critical hits for certain weapons.

Also some more polished weapon particle effects (decal, lighting, particles).
December 2, 2025 at 1:30 PM
Nothing like a little ragdoll physics to give FPS gun fights more punch.

#ChildrenOfKronos #RetroFPS #GodotEngine
December 1, 2025 at 4:24 PM
Spent some time this weekend locking down the visual workflow for textures, pickups, and environment.

The health pickups and the power line against the wall are filled with Ichor, life blood of the ship and its automatons.

#ChildrenOfKronos #GodotEngine
November 24, 2025 at 3:30 PM
Full highlight or outline for ammo pickups?

#GodotEngine #FPS #Gamedev
November 18, 2025 at 9:16 PM
Is there a game that only uses depth textures for visuals?

...Because I think that would be cool.
November 18, 2025 at 1:07 PM
Built a custom visuals animation system for my #GodotEngine tutorials and devlogs.

Upfront cost: Days of work

Payoff: Animations that took hours now take seconds

Investment already worth it and way more fun to work with.
November 14, 2025 at 2:58 PM
Pretty happy with how this turned out.

Weapon sprite that reacts fully to level lighting.

#GodotEngine #ChildrenOfKronos
November 10, 2025 at 1:31 PM
A little visual comparison of the low-res texture style I'm using for my FPS Children of Kronos.

Albedo only vs Albedo + Roughness + Normal

Roughness and Normal maps are 2x the resolution of the albedo textures.

Again, everything is run through Quake 2 color palette.
November 8, 2025 at 1:30 PM
Low resolution textures made in Material Maker combined with roughness and normal maps, all run through the Quake2 palette.

#GodotEngine #ChildrenOfKronos
November 7, 2025 at 2:04 PM
When you get a simple FPS enemy state system up and the computer can finally fight back.

Features:

- Idle, Patrol, Chase, Attack states
- Line of sight for obstacle cover
- Sight and Attack Radius

Will reintegrate the ragdoll logic next.

#GodotEngine #ChildrenOfKronos
November 6, 2025 at 1:56 PM
Godot Engine AnimationTree is pretty sweet.

Super easy to blend between animations and setup a state machine to control it all. Can also filter out bones so you can blend animations with even more precision.

Now to just connect this all to the movement code.
November 5, 2025 at 2:45 PM
Playing around with the death effects. Will come up with something better than the "You Died" part but paying homage to the Doom just felt right.

#ChildrenOfKronos
October 30, 2025 at 12:31 PM
October 29, 2025 at 12:31 PM
Boom

(you'll have to imagine the explosion part for now)

#ChildrenOfKronos #GodotEngine
October 26, 2025 at 12:30 PM
Localized physics-based hit reactions for my game's FPS combat.

Can't wait to test the shotgun

#GodotEngine #ScreenshotSaturday
October 25, 2025 at 12:30 PM
Thinking about adding an old-school centered weapon option. (and left-handed)

#ChildrenOfKronos #GodotEngine
October 13, 2025 at 12:30 PM
Working on a shield overlay shader effect.

#ChildrenOfKronos #GodotEngine
October 12, 2025 at 12:30 PM