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drjavi

drjavi

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Devlog: Lady Dracma and head movement

Merry Christmas, happy New Year and joyous Three Kings' Day everyone!

It took some work, but the camera has now been fully refactored for every cut-scene that I had programmed before, including the tunnel puzzle of level 1. There are still a few visual bugs to fix, but I'm not worried about those, I can handle them later.

The temple was a bit harder, since it required teleporting the player ar...

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Devlog: Camera shenanigans

These last weeks didn't give me any time to work on the code, but Christmas break is finally here, so I can get back to work. Where were we?

Dec 6

Oh God, it's coupled. It's so freaking coupled. Everywhere. All over. Everything depends on the camera working as two separate objects, so changing that breaks everything.

But that's okay. We're doing Test Driven Development here. We'll get it working better than before. It'll be worth the time investment. I won't give up.

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Vero's backstory sketches

The next story is ready to start. I could probably have made it longer, less rushed, but although this one introduces some new lore that will be explained in depth in chapter 7... I really want to get to chapter 7 already. So many stories, so little time to tell them all!

I should get a few free weeks soon, which I fully intend to invest on my game, my comic, and my mental health, so stay tuned!

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Vero's backstory characters

Although I'd really like to get more work done on the video game, work leaves my brain too tired for that, so I decided to start working on the next story of the current chapter of Misbegotten Kittens. The script is complete and these will be the main characters. There will be plenty of room for cameos in this one too, so let me know if you'd like a spot.

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Devlog: Maintenance and refactoring

Nov 30

I spent one hour researching ways to export extra color channels for every mesh vertex from Blender to Godot through a GLB file, which is quite silly - both Blender and Godot can handle that kind of metadata, but they can't be communicated from one to the other, at least not with that format.

I debated ways to include both multiplicative and additive color in the same basic channels, but in the end it's really just not viable, not without losing a lot of basic properties ...

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Devlog: Upgrade to Godot 4.4

My goodness, my job hasn't allowed me to work on the game for almost three months. If my country had decent freelance tax laws CowHammer would be finished by now! But whining solves nothing, I must work harder. Yesterday I got a few tasks done, some mayor, some trivial:

  • The code for the Sheerk Prairie level needed some proper documentation - and was way overdue for that. Never let your code sit undocumented for long, that entirely defeats its purpose.

  • The...

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Misbegotten Kittens, LN11 preview

The next page of Misbegotten Kittens is taking a bit too long to make, because it's quite complex and also because my "other" job is kicking my butt lately.

This panel is totally reminiscing of the art of my favorite Spanish comic artist Jan, who often draws a lot of mismatching details in single large panels to convey a lot of storytelling information in a reduced space.

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Comic cameos

Even though I am extremely overwhelmed by work, I've been working on more pages for my comic. Currently, there's plenty of room for cameos. I usually handle those through my Discord server, but if you are a paying patron and aren't in there,

  • you can still offer characters for me to use over here, or

  • let me know if you'd like me to manually add you to the server.

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CowHammer, September 2025

We've officially reached the end of the second year of development! Video preview below.

Aug 31

The sinkhole enemies patrol around their waypoint path, turning around whenever they walk into each other. Godot wouldn't let me scale them as CharacterBody3D objects, so I instead scaled their skeletons.

Sinkhole enemy

Sep 1

The sinkhole puzzle is complete and func...

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Devlog: enemy models and slide code

Aug 28

I modeled, textured and rigged the prairie enemies, but I have to carefully consider their AI before I can animate them. I also improved the textures of the swamp and the hill, and programmed the death planes for them both.

I noticed that Ternera's state machine didn't register her death unless she touched a ground collider, so I changed the code to also accept a depth limit. The result doesn't look great, but it'll do the trick for now - no more falling forever.

A...

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Devlog: Sheerk path-finding AI

I made some big progress this week. I might manage to get enough of the level finished in time for the yearly update.

Aug 18

The sheerks are properly animated and exported to Godot. Their idle state has been programmed and should be functional, but making them follow the player without crashing into the environment or into each other will be a challenge.

I noticed a small mistake in the slide puzzle: the player could entirely skip the cavern area by just dropping ahead and...

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Devlog: Prairie reprogramming

There is a technique I would like to start experimenting on. It might be tough, as it's a tool I don't have enough experience with, but if I manage to replicate my usual production process, it might help speed up some parts of the development of the game and make the final product more faithful to my personal style - as well as let me make stuff some of you have been requesting for quite a while. No promises yet, I'm just going to check if I can do it. I'll keep you posted.

Aug 10

...

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Devlog: Prairie remodeling complete

It took a while, but all the models of the prairie level are complete. I am terrified of the next step, which involves praying that Godot doesn't panic and deletes the whole project when the models are updated.

However, since the code files are all there and I have to re-import everything anyway, I might as well start from scratch. Deleting models is still scary, but much easier to handle in case so...

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Devlog: Prairie maze and sinkhole remodeling

As the end of the second year of game development draws near, my goal for next month is getting all the puzzles of level 3 as functional as possible. This won't be easy because the more I model and program, the more horrible past models and code become and I have to fix my previous mistakes.

Jul 23

First things first, I have to decide where each puzzle area must be located within the level. I want it to have a large central area where the player can talk with the shepherds - and...

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Lazarus comic sketches

The next comic story is almost ready to go, I'm only missing the last few panels - it's always hard to make them all fit a whole number of pages.

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Devlog: Castle rooms

I'm still recovering from burnout, but that didn't stop me from modeling crazy levels and getting a bit of programming done. I really hope I can get back to drawing soon.

Jun 1

While the first half of the castle level is mostly just visual candy to show off how corrupted it has become, the second half consists entirely of ally-based puzzles. By that moment in the story, the player needs to have recruited every available ally (except for a secret one), so it will be time to figur...

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Devlog: Bridges, destruction and chaos

Less progress than I wanted, but more than I hoped for. I finished most of level 8 and the tiny midway sub-level between levels 8 and 9, which is a literal bridge between both zones.

May 28

The bridge sub-level contains a big battle that destroys most of the structure as the player tries to cross it. While the destruction of level 8 is mostly for show and happens in cutscenes, the bridge debris is animated by hand and is supposed to interfere with the player's actions.

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Devlog: Megaleia, collider replanning

Work has been interfering with my productivity this week and giving me massive anxiety, but I still got more level modeling done.

May 21

I fixed most bugs in level 7, including an issue with push blocks moving on the global Z axis instead of the local one. However, the whole game freezes whenever the player walks in or out of a gate and bumps into something or the ground isn't level, and we can't have that. That part of the code needs some major overhaul.

May 23

Th...

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Devlog: Pause menu and Screwmville

Finally, another comic story is finished and I can go back to working on CowHammer, while writing the next comic story because the grind doesn't end until it kills me.

By the way, apparently some other game studio has already registered the name "CowHammer", which is mildly upsetting, but joke's on you, life, I wanted those lemons. I didn't really like that name for Ternera's war hammer, I can find a better, Spanisher one. But I will keep it secret until the game's ready to pub...

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Level banner designs

Have yourselves a wonderful Good Sunday, my lads and lasses. I have no devlog today because I've been ill all week, but I had enough energy to make a few comic pages and design the banners for all the levels in the game. Missing from that grid are the flags of Cornamenta and Megaleia, that remain unchanged.

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Software ownership and modding

I don't have a devlog today because this week I've been focusing on my comic instead, I hope you've read the new pages. However, two things have come to my attention while browsing the web and I'd like to position myself as an amateur developer.

  • According to IGN, "Ubisoft insists that buying games doesn't give players unfettered ownership rights to it, only a limited license to access the g...

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Devlog: Temple library and Pedrea Town

Mar 30

The non-euclidean library of Ágonos Temple is now fully navigable, although I'll have to add more mechanics when I model and program Alimaña and turn it into a stealth section. I didn't need to use the depth buffer (although I still want to learn how to do it).

 Light geometry of the non-euclidean library

The red and blue quadrants in that graph include two overla...

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Devlog: Curves and Ágonos Temple

I made some great progress this week! Video at the end.

Mar 23

To guide the player through the darker room of Vocifer Cave, I needed to figure out how to describe the layout of the platforms using navigation nodes. This was easy for straight segments, but how to carefully lead the player along curved platforms? Why, with maths, of course.

 Third degree polynomial calcu...

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Devlog: Dark room and Darker room

Mar 16

The final section of Vocifer Cave is a completely dark room, where the player must be guided through platforms by a flying ally. My plan was to give this ally a bright border so she's visible in the darkness, while she screams signals at the player.

However, to test the puzzle before modeling her, I thought of using a placeholder sphere and translating the sound signals to colors. But if I do that... why not keeping that in the final version? If I have to light up the all...

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Devlog: Vocifer Cave video

I got a little progress done, although I've been busy with work, comics and constant distractions. However, I realized that there's someone at my workplace who I could ask about tabs of copyright-free Spanish music. If they help me, I can add them to the credits of the game.

Mar 02

The entrance room of Vocifer Cave is fully navigable and the path triggers work, although there are no animations for the falling stalactites yet and no proper textures either, so it all looks brown a...

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Cavanagh comic sketches

Finally, all the pages of the next Misbegotten Kittens story have been sketched and inking has begun.

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Captain Keema

One more design I needed for Misbegotten Kittens. Anyone familiar enough with my lore will immediately guess her moral alignment.

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Devlog: Ágonos Temple

Since I still can't get any semblance of stability, I've modeled some more. Eventually, I'll be allowed to program too.

Feb 10

I started modeling level 5, Ágonos Temple. The first area is a 3D puzzle that must be explored while triggering rotations of individual sections. It took me a while to understand my own blueprints until I remembered that the main point of the puzzle is that some sections need to be triggered more than once.

2025-02-16 07:08:45 +0000 UTC View Post

Nivaria

A character that will appear soon in my comic. I just wanted to quickly sketch her design, but you know how much fun I have drawing monsters.

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Devlog: Vocifer Cave

This week work left me too tired to draw or program, but it turns out that 3D modeling costs me almost no energy, so I started working on level 4 and pretty much finished most of it.

Feb 5

 Floor level platforms of the entrance room to Vocifer Cave

The first area of level 4 is fairly simple. Just basic platforming and me having fun with twisty geometry. However, this area ...

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