Game
Tsalagi

1 year ago

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).


For whatever reason, Navigation is just plain broke in Godot, or else I'm missing something huge I got the follower fixed and working. When I load up initially, everything works (in that department). Follower follows, jumps, does its special action. As soon as I change maps, the NavigationArea3D breaks. Even if I go back to the same first map that was working, now it doesn't work. I don't understand. I don't. I'm honestly kind of considering it a backburner thing for the moment so I can get other things done, like level design.

Also did some refactoring and have managed to delete hundreds of lines of unnecessary code Now the sun/moon function is all neatly self-contained, and scene/level transitions are beautifully modular, point and set. I also had an epiphany over dinner about how I could make spawning modular as well I'm thinking it will have to be an exported dictionary of possible spawn points. The most common setup is simple left/right, but some places have back/front, or, as the picture proves, multiple to a side. If I can do an export dictionary and tailor it per scene, then I can use the general location as the key, then the specific spawn positions as the values

Also having to repolish the battle maps. I used a state machine on it to keep track of turns and whatnot, but when I redid the state machines, it kind of broke. Mostly it's just making sure all the new names are spelled correctly



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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.

Battle State Machine is working Player chooses what to do, enemies choose what to do, and they even have variable rates of attack/defend/flee. Next step will be to actually start dealing damage

Decided to do some work on the save/load. Name, Chapter, and even Total Play Time CORRECTLY FORMATTED Will work on the chapter banners later. Free time formatting code below

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With exception of some minor odds and ends, the home interior sheet is finished, which means I can start on all the levels. The next house (level 9) is an old farmhouse, the kind that had a bazillion rooms

Happy Video Game Day!

July 8 is Video Game Day, a holiday that's obviously close to our hearts at Game Jolt.

Celebrate by completing our quests! They won't be around long, so get the rewards while you can.

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

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

@ryon is a Jolter to Watch, game dev, programmer, and artist who worked on Five Nights at Friedrich's! Follow @ryon before the quest ends on July 15 and you'll get Coins!

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