Started implementing another important menu. This one gives you and overview of all your quests and lets you lightly manage them. I plan to also put a 'database' feature in so you can come back to important information/lore you've encountered previously.
Shaders are literal witchcraft, although getting this one to work was a bit of a hassle since a lot don't play well with an orthographic camera. Don't mind the jesus tech, It get's patched out later.
Have A Nice Day!
The top image was a bug with my outline shader when I tried to replace it for another since it's not very performant and the second is a bug with my chromatic aberration shader that appeared out of nowhere after an engine upgrade.
I hate shaders so much. It is so hard to programmatically describe visuals. I am so jealous of people who are good at this. I've been getting better but like damn.
floating damage text. that's it
All I really did was move it to the left of the screen compared to the one the older version of the game had. I like though since you could technically get back to what you were doing on the overworld while the game celebrates your victory (or uh discusses your loss) of to the side.
Since I had to rewrite everything while porting to Godot 4, I decided to make some tweaks to the battle scene. The UI changed a bit but float text is mostly the same...
Characters can't be revived mid-battle.
Switches and doors... ignore the chest.
This was super cool to implement, but now I'm having trouble designing dialogue trees and other narrative stuff. Writing is hard
A blog for a game about a rather peculiar exam. Made in Godot Engine!
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