Hey Everyone!
There's not a lot to really touch upon as I haven't been able to do much for the game the past month and working on this game has been stressful. I'm planning on taking a break from working on the game and do an overhaul in the new Godot 4 to make life a lot more easier for me.
Short Synopsis:
Mendo's Shop UI and visuals are complete
Lolbit's Shop UI is complete
Cheese Cannons are being worked on
Withered Bonnie has been modeled
I'm taking a break from working on the game to focus on other projects and learning Godot 4 (this is so that I can port REGLITCHED and spruce up everything)
Long Synopsis:
I'm sure that many of you have seen the Mendo Shop in the screenshot I've sent before. I wanted to present the talking feature but apparently there's still bugs and problems in it on the main game and not the individual scene. However, the UI for both Mendo and Lolbit's Shops are completed, Lolbit's can't be presented as the visuals still need to be done for it.
For Cheese Cannons, it's almost complete as I finished up the mechanics of it. The idea behind it is that your given a set of buttons that you have to press before the string burns up. The amount of buttons you've correctly pressed, the higher the damage. However, I do not have it coded to where the cannon shoots out the projectile so I only have it where it rolls in and does a shooting animation.
Something I'm a bit more proud to show is Withered Bonnie. I was super inspired to model the guy for a while and it makes me so happy to do so.
Unfortunately, I wanted to bring news that I'm taking a break from REGLITCHED to hopefully come back a little more motivated to continue it. As of recent, I've been stressed, exhausted, continuously getting nightmares, and been unmotivated. I've been working on something different on my profile that I don't have a GameJolt page for, essentially its a FNaF tycoon/tower defense hybrid. I've worked hard on it for the past few weeks and I'm hoping there's people who are interested in it. It's being worked on in Godot 4, which is so much better to use than what I thought it was. Less buggy, less stress inducing, more helpful and useful, and I'm hoping that if or when I get far with that game, I can port/redo stuff for this game in Godot 4 and hopefully get farther into it. The next time I'll do a devlog though is when, hopefully, I get this game onto Godot 4.
Thats all for now, goodbye for now and I'll be back soon.
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