Next up
From Demo 2 in #Godot. Finally got Kael's design to a point where I didn't mind spending some time animating him. And the movement is starting to feel really snappy. Really happy with where it's going.
after some physical therapy, Kael has finally loosened up his stiff back posture, and his attack has been pushed MUCH harder!
YUGE milestones! the entire data-fed attack pipeline is in place! healthbars and floating combat text!
Lately I've been setting up a lot of new characters, so I'm filling out my portrait project chart to make sure I don't forget anyone. These spreadsheets are so invaluable to my ability to organize my thoughts. Y'all have no idea.
i've been having too much fun wasting time polishing the cosmetic appearance of my game's obsidian vault, adding banners and art all over the place. this week i updated several of the deities. the glowups from what they were before is crazy...
just doin some concept art. waterfall jungle level in the second act of the game. I think I want to do as many of these as I can with every level in the game. it's just been sitting in my head for ages--'bout time I finally open the can and pour it out!
I have a scriptable object for each element as the attacker, with entries for other elements mapped to enum values for each multiplier. To keep things organized, instead of having a class for all spells, each family of spells will have its own.
Elemental matchup chart v2.0. It's a lot more well organized, pretty consistent mechanically, has some interesting balance ideas, and a lot of them can even be backed up with lore. Excited to try these out in game, which is next!
The only way I've been able to keep this project intact is via the massive amount of notes and details I've kept totally organized in spreadsheets & sprawling OneNote docs. There's a lot of ideas to juggle, and these tools help keep me from dropping them.
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