Soo. A lot has happened since I last updated here. I don't really like talking a lot about the game since I know it's taking really long and I don't wanna hype people up needlessly (or tire them).
A few months ago I decided to restart the entire game from scratch, code-wise, switching to a new game engine: Godot. Yes, I restarted the entire project AFTER putting a trailer out when the first episode was close to done. Hey, Sans did put quotes around the "soon" in the trailer, did he not? Hehehe.
It was just too hard to make progress in Gamemaker. The old version, while imo pretty impressive in its results, was a combination of trash code I made when I was 15 and awful design and workarounds thanks to the engine's limitations. The game is significantly better to work on now.
I remember how in the old version, I had to have a whole-ass custom drawing system rigged up to smoothly support higher resolutions! it was entirely unnecessary to have that feature, but I reeeally wanted it, and the only way to have it was to write my own scripts for it... Turns out, coincidentally, Godot gives that exact feature by default. And thus with better performance, too. That is one of many, many benefits that have come with the switch :)
So... regardless of finishing it or not, I'm really happy about how my programming journey has evolved. A smarter gamedev would've dropped this project by now, but I'm not smart and also very stubborn! so the game is still in development, and episode 1 is still looking as good as I originally envisioned. The game may still take a while, as I'm comitted to having cool, fluid, hard, and interesting attacks in it, which takes a while to think up, code and playtest. Expect updates in the indeterminate future.
For anyone who has read until the end, here's one attack from the game as a bit of a small tease. I think anyone who's been waiting for 2-4 years deserves this much, at least.
((The music is obviously not part of the game, just what I had in the background as I practiced doing the attack no-hit))
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