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drjavi

drjavi

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drjavi posts

Devlog: Lady Dracma and head movement

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

It took some work, but the camer...

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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 freaki...

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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 ...

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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 Kitt...

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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 han...

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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...

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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 ...

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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...

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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 wa...

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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 p...

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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. T...

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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 migh...

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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, whic...

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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...

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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 ...

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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...

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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 iss...

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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 ...

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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 ...

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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. ...

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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 d...

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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 pl...

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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'...

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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-f...

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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 ar...

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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 View Post