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Metaldness

@Metaldness

Joined June 29th, 2026

  • 13Devlogs
  • 2Projects
  • 0Ships
  • 0Votes
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12h 17m 57s logged

Wiring up the clipping and subtitle engine

Spent most of this block stitching together the video pipeline. The main goal was getting long videos automatically chopped down into clean vertical shorts without having to do manual cuts.Got audio transcription hooked up so it can grab timestamps for interesting parts of the speech, then passed those segments to ffmpeg to crop everything into 9:16. Most of the headaches were around subtitle timing and making sure the text renders clean without drifting out of sync. Tested it on a couple longer test clips and it is finally cutting and burning subtitles properly end to end.

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11h 9m 32s logged

Made alot of changes to my act 1 and my default models
after doing play through, noticed bugs, errors and things that needed to be fixed:

  1. the player’s fov was not built
  2. models lagged when i moved close to them
  3. too many repititive stuffs
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10h 39m 44s logged

Wing 1 is playable from start to finish. You can now run through the whole loop from reading the manifest to solving the wall mystery, checking Farrow’s research, and cycling through the airlock.

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9h 16m 48s logged

After hours, i finally got the animation to work, it turns out there was a couple of reasons:

  1. The models i was using were not fully rigged, about 3 of them. I did think about creating my model from scratch, but my pc cant handle blender lmao
  2. My code didnt load the running animation in-game, so i was stuck at the idle animation and kept going back and forth in mixamo before figuring that out

Anyway, with the animation done, and the main problems out of the way, its time for me to start the main story.
made some edits, i wanted to start with “no combat”, but that felt too boring, even for me

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12h 34m 16s logged

Imported custom 3D player models into Godot and setup the character animation system.
To be honest, this took way too much time than anticipated, probably the hardest part of this project so far and I’m yet to finish it. I never knew animating was this hard.
Off to bed.

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15h 33m 13s logged

Act 1 is officially fully playable from the spawn point all the way to the research airlock.
Everything is locked in and running smoothly in Godot.

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4h 57m 42s logged

Devlog: Wing 1’s first working puzzle
Big session. Got the real environment loaded in and built the first actual puzzle end to end.
Swapped the gray test room for a proper Quaternius sci fi kit. Spent a good chunk of time fixing Godot 3 to 4 compatibility errors buried in the asset files before the room would even load clean. Connected the storage room to a hallway with a real junction and capped the unused openings.
Then built the puzzle itself. One player finds a code on a chest, the other enters it on a keypad to unlock a door. Reused the interaction system and networking patterns from earlier. Also caught a couple of new multiplayer bugs, the door wasn’t opening for the second player since the unlock only happened locally, and a scene loading timing issue once the real environment made the level slower to load.
The recording below is just me walking through it solo to show the loop. The actual game is built for two players finding and sharing the code together, that part already works, just wasn’t on camera this time.
Next up: more puzzle polish, then pushing further into Wing 1.

SORRY FOR THE LAG

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1h 1m 43s logged

Spent this session getting two players actually connected in Godot, then making it look right.
Getting connected hit four bugs in a row: a wrong node path, duplicate spawner nodes causing an already in use error, a frozen client screen caused by multiplayer authority never actually replicating to clients (fixed by having each peer derive authority from the player node name), and players falling through the floor since spawn positions were randomized on the server but never synced to the client.
Making it visible closed a few more gaps: gave each player a distinct color, fixed a camera setting that was accidentally hiding both players bodies instead of just your own, and added a MultiplayerSynchronizer so position and rotation actually sync instead of the other player staying frozen at spawn.
End result: two players can host and join, see each other in different colors, and watch each other move in real time.
Lesson learned: in Godot multiplayer, only scene structure replicates automatically. Anything computed in code needs to be recalculated the same way on every peer, or explicitly synced.
Next up: proximity or radio chat.

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1h 6m 22s logged

Spent today actually getting Godot set up and building the first real chunk of Aftersignal.
Got a first-person controller working walk, look around, jump. Took embarrassingly long to figure out why I kept falling through the floor before realizing CSG boxes don’t have collision on by default, you have to turn it on manually per shape. Once that clicked, movement + collision just worked.
Threw a colored capsule on the player since I don’t have a real model yet good enough for now, planning to swap in a proper one later once more of the actual gameplay is in.
Biggest chunk of today was building out interaction. Camera shoots a raycast forward, and there’s a base Interactable class any object can extend. Built three versions to make sure it wasn’t just working for one hardcoded thing: a terminal, a log with its own custom message, and a pickup that deletes itself from the world when you grab it. Also added a “Press E to interact” prompt that shows up when you’re actually looking at something had a dumb bug where it just stayed on screen the whole time, turned out to be a typo in my own code, felt good catching that myself.
Next: multiplayer. Getting two people actually in the same station at the same time.

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