As with many art projects of mine, it started as a fan game. I originally wanted to create a Zelda game in the style of Minish Cap and Wind Waker, but with the gameplay of Breath of the Wild. As you may have guessed, this was too ambitious for someone entirely new to Godot, and I gave up quickly.

After that attempt, I stumbled upon t3ssel8r’s work. This was the biggest turning point in my game dev journey; I fell in love with the style, and recreating it became a passion project for the next couple of years.

After experimenting a great deal, I was able to implement David Holland’s subpixel camera system and several of my own pixel art shaders.

The project is currently on stasis as I have many bugs to work out. The game features a dialogue system with full bow combat, a slow-motion trigger, and a very small puzzle. I have huge plans for this project, but it may be years till I get to it, sadly.

The last piece I worked on successfully was a new reflection system and a procedurally animated spider robot. This was one of my favorite parts of the project as I could finally see it coming to life, literally! The robot moved on its own, and it was fascinating to watch it problem-solve terrain navigation. I’ve recently been in touch with the creator of Yugen’s Terrain authoring kit, which was a massive help for the game. He has incredible work, so I would highly recommend checking it out.