The Art Update
Since at the moment I’m having issues making the wall-push off mechanic(the code for some weird reason not cooperating with me so I had to post it on the Godot Forum: https://godotengine.org/qa/) so I did some artsy stuff because I’m the only mofo making this game.
So here’s the thing: I ajusted the artstyle to something like this:
Why the simplistic artstyle? Because I have to do animations myself like this:
And I don’t want to worry about detail even though the animations will be around 12 fps it’s still hard work. I applaud to the people who do this traditionally. Especially those 24-30 fps ones. I’ll be using Firealpaca for the animations(NOT Open Toonz. I like the program but it has such a poor UI that I can’t even select a frame and just drag it with my mouse/stylus) and Paintstorm Studio for the official/concept art for the rest of the time. It’s cheaper than SAI.
Also I might post some other artsy updates(because it’s a hobby of mine) in the future. Hopefully at one point give out a music one buuut who knows!
Also, I’m planning to update to Godot 3.0 once it comes out because I want that visual scripting BABY! I’ll use it for my animations and other little things like NPC behavior and interactions and probably for super complicated things like boss fights, the dashing mechanic(like in Minecraft), in-engine cutscenes because I’m too lazy to make an cinematic animation by hand and stuff messing around with the many worlds interpretation(Three endings tho, I’m only a human female dealing with high school, hormones and other sh*t. Let’s not go too crazy!) Basically for stuff that I have no idea how to code. I have a good idea on how to code the Multiverse thingy but that’s complicated.
Anyway, tschuss!
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