Game
Project T-1000

2 years ago

šŸ‘‹ Hi again! It’s been a bit, but we’ve got some exciting development updates to share about Project T-1000! You can read more about it below...

#devlog #update #action #topdown #pixelart #stealth #t1000


šŸ—ŗļøLevel Manager: DONE!

level_manager.gif

Showcase of the Level Manager in action

The Game’s Level Manager is working! T-1000 is going to have different levels and chapters, kinda like our other game Just Keep Running… shameless self promo ;)

So, we use the Level Manager to… well, manage what level is being played and allow the game to switch levels easily. Since a level or scene in Godot is also a node, with no efficient built-in way to switch scenes (for all that I know), you kinda have to come up with your own solution.

So we did! The system’s there, it works, and it comes with a nice lil loading screen.


šŸŽÆMission System: DONE!

mission_system.gif

Early Showcase of Mission System. UI to be changed.

For the game’s story to progress forward, missions will be provided to the player.

So, we designed a Mission System that uses a node-based system that makes it easy to implement missions into a level.

missionflowchart.jpg

Mission System Flowchart. Differs slightly from the final solution.

It works as well! The UI is handled independently from the Mission Manager, and it works for now. It’s pretty static currently and doesn’t directly inform the player that a mission is done. This will be remedied in the future. šŸ‘


āš”ļøWeapons: Working on it!

weapons.gif

Showcase of Weapon System. VERY EARLY work in progress.

Our game needs weapons. Duh. This game’s potential art style is gonna be inspired by Enter the Gungeon, so we felt it fitting to have the handling of weapons be done in a similar vein.

We’re first designing a Resource-based system that can store important weapon info into a single, easily accessible resource, that can then be instanced into the world via a specific node class. The logic of how the weapon works can then be managed via the Weapon System attached to the player.

weaponsystem_base.jpg

First draft of the Weapon System - Not the final solution

Once we have the first functional bits working, we’ll then implement the ability for the player to be able to create weapons with their Metal! This system is currently our main development priority.


Apart from all that, we got Tilemaps to work, and implemented a Pause Menu and temporary Settings menu, along with some other small changes. But, those are a little less interesting than these highlights.

We’re still early in the game's development process, so make sure to follow us if you want to get updated on the progress of Project T-1000!



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