Another day another mockup, even though I feel like I got nothing done in 2022 I guess maybe it was just the year of the mockups?
was this necessary to add right now, no was this easy to add and another means of attaining validation and visible progress... yes
some art stuff, this more or less has caught the blog up with my posts on Twitter. Time to say goodbye to daily posts, and hello to inactivity!
Still incomplete but now I can look at the items I have without using the debug console.
Here is me playing through a short quest in an old tutorial room. I like this video since I engage with a lot of the mechanics I've been working on.
Ngl I kinda want to have combat take place on the same scene as exploration, you know Chrono Trigger/Sea of Starsy. However, to do that I'll need to do a lot of tweaking to my code and spend a lot of time redrawing enemy sprites I already made...
ended up scraping these and changing the system...
This was like the last thing I added before terrain bugged me out so much that I decided rewriting the entire codebase and switching to 3D would be more enjoyable than trying to get it to work
^ popups for damage context
^ new status effect badges (used to be just text) still wip
^banter boxes... suppose to give room for side comments in a way, might still be annoying to the player
^ side box for less important dialogue, maybe ill have it come out of the speaker like cross code
love me as a worm
twitter/ insta/cara/ store
Actual turns + new active indicator.
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.
A blog for a game about a rather peculiar exam. Made in Godot Engine!
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