Game
Tsalagi
22 days ago

Me: I'm going to work on the cave system.

Also Me: But maaaaaaybe I'll see if I can't give that follower coding ooooone more try.........

Code: Shatters like the mf Elden Ring

Me:

Slowly rebuilding. But it might actually work this time


Update 1: So when I said that the code shattered, I mean all walking and movement code everywhere, which, for some reason included the battle map states. Which, honestly, should not have been possible. But it did.

Update 2: Got the player back moving properly. I'm c/p some of the code, so some of the old and new is kind of fighting each other. But as I'm getting things migrated over and deleting the old stuff I don't need or can't use, it's getting smoother and smoother.



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

Think she'll be mad that it's taken me so long (at least a few months) to get these things?

Today's accomplishments include a rather smooth state machine, a functioning opening cutscene, and name input. It's not pretty, but there aren't any bugs

Cormac´s shield animation

#pixelart #indiedev #gamedev

Behold my beautiful canoe!

We are back! We haven't been posting for a while since we switched from Unity to Godot, it took us a while to get used to the new engine, we also changed the name of the studio and basically restarted all the development of the game.

Hey, Mr. Guy, can you hold this for me? In your face? The hatchet exists now and it does damage. Also started work on how battle starts, if you attack first, the enemy attacks first, or you just run into each other

Area 1 is complete! 7/7 levels!

Read more to learn about the upcoming demo

Warping between maps is in, as well as map names, bgm between maps, and finally got the Adventurer class their shield!

The wolf is fixed! I repeat, the wolf is fixed! Pathfinding has resumed working! Save box also got a graphic so it's no longer pink. Ꭽ is for ᎭᎵᏏᏅᏓ, or "Save"