Alrighty then, this is gonna be a long devlog, but it contains pretty much all progress since 27.12.2023
Boring Stuff
Let's get the boring stuff out of the way first; I changed up my workflow a bit, which is why this devlog doesn't include all the things I mentioned in the last post. I split the development into specific stages, which makes it a lot easier for me to develop the game and I named this stage;
Stage 2 : Level Editor, the first one being non-existent ehm... prototyping.
Good Stuff
NOW ONTO THE GOOD STUFF!
Level Creator/Editor/Blockslapper whatever you call it, IS DONE.
Now keep in mind, as the game is still in development, I will change certain small things.
AUTOTILING? WHAAAT?
*actually, what is autotiling?*
Well let me show you:
Yeah. This is a beautiful feature that I feel like I planned for a month before I got to working on the game, and it works perfectly. (it has been fixed)
THEN THERE'S THIS INCREDIBLE THING!
There are special trigger areas that you can draw all over the maps and... well actually I didn't program the functionality to them yet... BUT they do have the properties, which I'll just have to link up to some functions, easy-peasy lemon.. marshmallow.
The triggers basically just trigger things. Like open a door. Or finish the level, etc.
While I develop the game I'll be using only this level editor for making the levels. And once the game is released, you all will have access to the level editor!
What? You don't like the light-red color scheme that irritates your eyes and makes you want to eat your eyeballs?
Fine. THEMES!
(you may have seen these in the previous demo videos)
mmm color...
Yes. I had to add custom color themes into the game because I knew everyone wouldn't like the default color theme and... I actually found my new favorite theme among them as well!
You know how everything looks so boring when it's all stationary and doesn't change whatsoever?
WELL ANIMATIONS ARE HERE TO SAVE THE DAY!
I did make my own animations system because godot's built-in tile animation capabilities are lacking or then I overlooked something ¯\_(ツ)_/¯
Either way, this system will be very handy for all kinds of things, especially doors. doors are good. remember. door good.
It can even animate colliders and there will be support for ANY type of collider that you'd like so... that's nice.
Ok, so we have all these cool things but... it's not that incredible, SO I present to you, ENTITIES!
(I don't know why I named them entities but they're like the god feature and like the most resource expensive thing). They're capable of doing whatever they want, including entirely new features etc. I plan to use this for some "obstacles"
And here's a demo of how placing them down would look like.
AND NOW FOR THE FINALE!
The system is incredibly flexible and customizable!
To prove this statement:
Stuff I forgot to mention:
- All tiles can be rotated and have different variants
- Levels can have many tilesets and always include the default tileset
- Patterns are just groups of tiles eg. the door
- Custom tilesets support autotiling & animations & everything the base game does
- Tilesets can be shared in Content packs and levels in Level packs
- Tilesets can be shared as an image that will be slapped on top of the default, acting like a texture swap *i can barely wait*
Quick info on future:
I. am. going. on. a. break.
I'll be back to working on the game in 1-3 weeks, depending on if I move out of my current place.
There will probably be a devlog video but who knows¯\_(ツ)_/¯
After my break, I'll announce what the next stage has in store and I'll start doing more frequent devlogs (follow to get updates, I won't be posting them to many communities).
If you want to talk about the game, you can join the discord, we don't bite... since 1987
Also, ask questions in the comments, I'll answer what I can. Preferably related to the game but, I can do math.
door good. me like door.
#pixelart #gamedev #devlog
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