Аlkrei

Welcome to my abode, traveler.
This site is a dragon's hoard, my digital base: here you'll find projects, my artwork, and various valuable and curious finds.

06.09.2026
Quasar
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#art #aeritheya
Aerith sketches (the concepts turned out decent, I think)

I constantly second-guess myself, feeling like I draw badly, so I don't often show stuff like this...

Anyway, back in summer I decided to catch the lore and story up so they wouldn't lag behind the code and the visuals, so I started writing something like a mini-wiki on the mythology. Since it's turning out pretty extensive, I don't think posting it to Telegram is the best idea - right now I'm considering setting up a separate site for it (kind of like a fandom wiki, I guess)

1 min read 15:18
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02.09.2026
Quasar
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#pixel_art
Earth Tiles

The hardest part for me is drawing tilesets. I love a beautiful environment, but making one is such a pain. I keep trying to build a universal, gorgeous-looking kit (like an actual painting), and every time I end up burning an insane amount of time on it.

This is probably the final version. I think it's better to stop in time and move on.
What do you think?

1 min read 15:16
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22.08.2026
Quasar
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#gamedev
Just want to share the scale of this work!

Check it out, this is the schematic for my turn-based battle manager:

Every part is fairly autonomous, which makes it easy to plug in new components, swap out old ones, and connect/disconnect them without breaking the rest of the system — it just keeps running normally. There's a mix of state machines, automata, and all sorts of other things in here that I rewrote a hundred times trying to land the best architecture.

I don't think I reached the perfect solution, but within the design choices I made, this thing is capable of a lot — a whole lot... (there might be more revisions ahead in the future, but I'm happy with the result either way)

When I first started, I had no idea turn-based games were this hard to write: there were moments where I completely got lost in all the signals and had no clue what was going on under the hood — the fight with coroutines was especially exhausting.

1 min read 20:23
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21.08.2026
Quasar
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#pixel_art
The soldiers now have a slightly new design, and I finished the shooting animation

1 min read 09:33
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19.08.2026
Quasar

#gamedev #aeritheya
Inventory

All that's left now is filling it with content. I built a really solid quest system, a universal button manager, and a translation system. The last one is CSV-based, but after adding .md support to it, working with it became much easier: it's easy to parse, you can write it in Obsidian, and you can plug in your own encodings - in short, a great format (for example, I added support for HTML links this way, which is just plain fun).

Struggled a bit with graph_view: tried a bunch of different ideas, but in the end scaling and moving within the scene itself turned out to be the best approach. I might add it as a separate node in Medusa later - either way, I originally built the physics and input with graph transformations in mind, so it works great.

1 min read 17:30
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17.08.2026
Quasar
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#pixel_art
Sunset Shimmer

Drew this for an event at https://t.me/Pixelshiz
The task was to draw your favorite pony. I didn't think too long and finished this piece in 2 days.

1 min read 14:59
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21.03.2026
Quasar
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#art #aeritheya
Roman Interceptors (concept)

Writing the script, drawing the environment, and I think I've finally found the style that really speaks to me. Right now the story is split into a prologue and three acts. There's still a lot of work ahead, but over time the pieces should come together into one story.

In short, it's 20th-century antiquity + mythology, since the world is ruled by gods and titans — a superrace. As a result of an ancient war, the world lost its aether, and that's slowly leading it toward ruin. The gods lost their powers but, having kept their immortality, ended up at the head of human civilizations.

The former pantheon are the villains here, since together they make up a secret world government that has spent centuries searching for an ancient artifact that would restore their power.

The story picks up near the end of that search: the Mediterranean world is on the brink of a world war, and the main characters have to stand against the madmen...

1 min read 14:41
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14.03.2026
Quasar
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#gamedev
I released a new plugin!

Medusa is a high-performance Godot framework for building dynamic UI graphs, skill trees, and node networks.

I worked on it for a long time, originally just for my own project, but later got the idea to turn it into a public tool.

In the end it became a pretty powerful plugin: there's physics that supports 200+ atoms on screen at once, full freedom of customization, and — especially important for structures like this — very solid serialization of all kinds of information (by tags, by pointers), plus a database singleton and a local-progress database.

Links:

P.S.: I'm definitely no editing wizard, but I think the video turned out alright :)

1 min read 21:34
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