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2026
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Corvian Curse - April 2026 Update

· 5 min

Wow. Over a year since our last update and 2 since we've done any significant work on Corvian Curse. It took me a while to get back into a good groove after I started working again. Personal projects were just hard to find the time for, but for the last few months I've found a second wind and we've all been really going hard again. Well, we're finally ready to release our next update, and it's a...

godotcorvian-curserelease-notes
Example of different states

A Simple State Machine for Godot

· 6 min

Even as far back as the precursor to Corvian Curse, BitChunky, it was clear I'd need a state machine for handling state transitions for the player and enemies. Having all of your logic dumped into `_physics_process`, even with functions to help with organization, quickly turns to spaghetti. I've seen a few patterns for doing state machines with Godot but they're often component based or spread...

godotcorvian-curse
A death replay playing back in Corvian Curse

Adding Replays in Godot

· 9 min

In the game I'm working on, Corvian Curse, death is not uncommon. Sometimes a lot can be happening and your run is suddenly over. If you weren't paying attention you might have missed what killed you. Without knowing why your run ended it can feel unfair and you lose an opportunity to learn from your death. Because of this we wanted to give the players a replay of the moments leading up to the...

godotcorvian-curse
Getting hit by a corvus

Rebuilding my Damage System in Godot

· 6 min

_If you just want to jump to the new system feel free to skip to the design_ My game Corvian Curse started as a quick jam game where I just wanted to test procedural level generation for a 2D platformer, in a similar vein to Spelunky. Once I had the level gen dialed in I set out to make a simple character controller and the obvious choice in Godot was to use a CharacterBody2D. Eventually I wanted...

godotcorvian-curse
2011