voila, house. These ones are pretty simple but now I understand what my workflow is for when I make a nutty one. The tall one needs a balcony 100%. I should make that... but then do I have to let the player onto the balcony, and if I let the player on the balcony, do I let them jump off it into some hay on a horse cart conveniently placed below the balcony? decisions decisions.
less buggy than push... sorta
Swords focused roguelike
Not sure how well this will pan out but since the environment is in 3D and there is hella depth to work with I want to try hiding some interactable objects behind stuff or in an obscured fashion. Since you can't rotate the camera and the scene is orthographic I need to notify the player somehow that they have stumbled upon something hence the cool x-ray effect when you get close. I could add this to NPCs also which could be interesting.
It's really fast but it might be due to how empty these testing levels are and not how well I coded it lol. I sorta want to edit the shader I'm using to do a radial wipe but glsl is the enemy of mankind.
floating damage text. that's it
I got so many things done during 2021. Like all of 2022 passed by and I barely refactored some of the code and continually realized how shit my game story will probably be my game will have a great story please play it when it's done
original tweet below:
AOE techniques work! I also learned the oddities of integer math recently... math is wack. -- Next up will probably be Healing? or Buff/Debuff.
A blog for a game about a rather peculiar exam. Made in Godot Engine!
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