Game
Tsalagi

10 months ago

Back on schedule after a majorly busy weekend and already on a roll


Finally managed to update to Godot 4.2.1. Not sure what they changed exactly, but...huzzah Some of my textures got detached from their objects, but hardly a big deal. Got something weird going on with the animations, too. Not sure how I feel about them introducing a brand new AnimationMixer feature in the middle of a major development (as opposed to refining it for, say, Godot 5), but we'll see what happens

Anyway, got the transitions into and out of battle working. As with many things, they are functional, not pretty. I don't have any fancy transitions just yet. All I have is the working code and minimal animation, just enough to show it is working and where the fancy stuff needs to go

But the point of this is that now I can add in some enemies, go into battle, defeat them, come out of battle, NOT accidentally re-enter into battle, and carry on with my day. I think I will need some kind of greater array to track the enemies of a particular larger area rather than map-by-map. This way the player can clear an area and explore more freely, versus every time the map loads, the enemies also reload. As long as you stay in the area, the enemies will not respawn. EXCEPT if you make camp/go to sleep. Haven't decided. Then, obviously, if you leave, enemies come back

Eventually, I will get around to actually making enemies. I'm just...I'm not an artist. I'm not. I'm not even a doodler. I hate art days. I'm a writer and a coder and an idea maker. I am 30% lefty and 0% artistic

Unless you're asking me to sew Then I can whip up just about anything you like, even without a formal pattern



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Working on battles. A little different than last time, aesthetically, but still the same basic idea

Doing some designing of the main village, mostly so I can get some connections in and get the next part of the opening cutscenes roughed in.

Did some more work trying to fix up whatever went wrong and...yeah, let's just cut to the end where it didn't work

Started a new project, made some changes, derped around a little, made this cute little guy

Happy #WIPWednesday!

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Lots of modeling the last few days. Got some houses made, remade some of my terrain blocks (rebuilt the harbor), and started on the NPC models. Also worked on the battle system and the follower system, now with 1/10th the code but 10x more efficient

Happy #WIPWednesday!

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Did some rough level work in the cave system. Got the long tunnel, and this one is the first puzzle place (if anyone is familiar with the four stairs/doors puzzle in Paper Mario 2, this is going to be very similar).

Oh no! Jelly blobs of doom!

They're only supposed to be the size of a mini-yux

But doesn't he look so much more prepared for adventure?

And yes, she is carrying a deer foot staff, modeled after one hanging in our house

Happy #WIPWednesday!

Are you working on a game?

Making some art?

Practicing a song?

Something else?

Tell us in the comments!

NEW PACKAGES AVAILABLE NOW!

Version 1.1.0 is now available for Linux and Windows

-Platform bugs fixed where player fell through the floor

-Area 2 accessible through Level 8

-Minor spiffing up, wax and polish