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I played #HollowKnight and got a lot of inspiration from it. A great example of how to work with parallaxes. Did you know that they actually used 3D space to build their scenes? I wonder if I can do the same thing in Godot Engine 4 for OGLS!
Devlog evening 19th September 2024
We've got the basics down.
- Camera controls
- Custom tileset for ores & materials
- Custom sprites for 2 worker types
- Mining tiles scripts, VFX, SFX (doesn't work due to input handling)
- Basic office UI
In our game, you can also fight a... scary yet hot tree man?... We're not entirely sure how that happened, but we're happy it did!
Now that I'm in Master's degree, I'm considering pitching OGLS as my exam project for the autumn semester. For more info, read the article!
In other news, NPC system finally works in 3D. At least, the planning/moving/stopping parts.
Devblog, 13th March 2023.
This is partially why I wanted to switch to Tilemaps. They are capable of stuff like THIS. Now I'm able to recreate any sort of lighting, any time of day, within any location that I create.
The locations are slowly coming together... Imagine being lost in these pretty woods!
Devlog 20th September:
Repainted the TV screen. Fixed the code so that the mouse input goes through to the tilemap, then realized I don't need it. Fun days.
The version 1.0 of Ivana Kupala is out! It's only in Russian right now, but I'm planning to port the game to other languages asap!
Follow the game page to not miss it!
Вышла версия 1.0 "Иваны Купалы", славянский экшн-хоррор! Играйте и следите за обновами!
In our game, you can fight a biblically accurate bear.
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