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Wanted to do idle animations much earlier, but not feeling like it until now.

Anyway, here are the 2 animations I did for Smitty.

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Subzero Tides is developed with the Godot 4 engine. There are a few released devlogs:

- Colonist AI introduction

- Rapid UI prototyping

- Importing 3D world workflow.

Available at https://logicalprogression.tech/Devlogs/

#screenshotsaturday #godotengine #indiegame

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Testing out a new enemy!

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Sliding on the platform! #GameDev #Art

0.3.0 Update - Hopefully the final update for the demo.

I polished a few more things and optimized some code. The key feature of this update is the visual indication for the power ups duration.

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Phase 1 sneak peek (New version)

#indiedev #gamedev #15seconds #godot

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I took a break for a few hours, mew :3

but I added HAMMERS!!!

GOD the animations were a pain to make... cuz Idk how to use the AnimationPlayer for "procedural" Animation (Like the current transform being the starting point)

so I had to use tweens :3

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Nvm I Implemented the Damage.. :3

SEE WHAT I MEAN THO?? IT WAS EASY I ONLY HAD LIKE 2 BUGS TRYING TO IMPLEMENT IT!

1st bug was adjusting my turn sorting to fit with dead enemies

and the other was the stats being tied between the enemies for some reason..

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oki nvm I got the Animations for jumping in yay :3

again... models n stuff are heavily WIP, as are animations probably? Idk if I'll ever make this an actual game Im just doin this for fun.

Damaging still not Implemented but should be ez lol

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Wahoo... It's me...Heh...

I made this little bit of a combat system over the past few hours.

Attacking is half-implemented, the little cooldown between turns is the enemies "attacking" for 2 seconds each. (See "Turn Cycle" in the top left.)