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NOTE: THE PREVIOUS ITERATION OF THIS GAME (AS SEEN IN THE BANNER AND OFFICIAL SCREENSHOTS) IS NO LONGER AVAILABLE.

The previous iteration has been removed in order to avoid confusion for anyone looking for the stuff I have been posting more recently.

Welcome to Your New Home

It started as just an ordinary day, but by nightfall, you found yourself taken captive, on your way to a new land, a new home, with new people. You don't know the rules, and you don't speak the language. If you try to run, they'll hunt you down. All you can do at this point...is try.

But That Would Be Too Easy, Wouldn't It?

Life isn't easy in this new village, but an attack by an unusual foe suddenly pushes ordinary cares by the wayside. Who were they? Why did they attack? What are these artifacts that they have left behind?

Special Thanks To:
Nathan Hoad for the Dialogue System

#adventure #educational #godot #other #puzzle



teen
Tobacco Reference
Suggestive Themes
Comical Shenanigans

All maps now have unique terrains, but...oof. Imma have to work on this lighting especially because it makes the set piece looks like crap. Also need to mark the cave entrance a little better somehow But I'm sure this bridge is TOTALLY SAFE

Followers will now spawn into battle with you and they have their own battle menu options Otherwise, doing some landscaping and other light housekeeping elements. I would very much like to get the primary village and surrounding area good and finished

We now have a follower menu to display stats. The subviewport only serves as a glaring reminder that I should get some art and animation done in the near future Also need to work on follower swapping and at least spawning into battle

Right as I'm about to give up for the night (not without progress, mind you), a thought occurs to me and now the player has a loyal doggo Need to do a little cleanup on the movements and get the animations properly working, but we have followers!

Good...dog...?

Yeah, this follower stuff is really going to trip me up. I know what I want to do, I don't know how to quite go about it

This is going to take awhile...

Mostly code work for the battle map, so the screenie doesn't look all that spectacular. I don't have a good recording program anymore (thanks a lot, SSR) to demonstrate the functional things that happen now. (Article for update details)

Lots of assets and decorations seeing how my maps were kinda starting to all look alike as, you know, empty boxes. This is the entrance to a cave and network of tunnels. I will probably end up making it a little smaller, maybe half the size

Mostly code stuff today. Did some camera work so it now clamps at the edge of each box so you can't see what lies beyond. Did some cleanup of the save/load functions. Having issues with general positioning (see article).

Hey, we got the save/load function *basically* working Relevant information itself persists. Now it's time to get more maps made so I can better test loading into the proper maps and such

Updated water with the vertical waves. Actually it looks pretty cool Might set them a little lower, just so they're not right up on the ground. Debating whether I want to do angled waves. I think that might be a little weird, though