less buggy than push... sorta
I spend a lotta time tweaking designs instead of coding, which I feel guilty for... probably because my project's viability suffers a bit each time because I want it to look perfect before the first implementation... maybe ill spend a month doing quick and dirty sprints where I implement features in a week... maybe
Both of these ended up getting scraped. oof
Enemy design is delightful, but it's better if I come up with a story first... did you know writing is hard? I literally have to learn everything when it comes to this and it's nuts that some of it was actually taught in school but I didn't listen.
cool system that lets you survive with 1 hp when you really should've died if you have a high-luck stat. also healing is in. it's bog simple stuff but I literally do not know how to code I am a master at programming.
This was super cool to implement, but now I'm having trouble designing dialogue trees and other narrative stuff. Writing is hard
Super important feature since I can't put the whole game in one scene without gigabrain code turning things off and on as needed. It also lets me teleport the player within a scene which is nice
Proof of concept, not sure if it will have any mechanical functions beyond maybe decreasing movement and jump speed and removing the ability to dash. I really need to get on making assets for snowy areas... I need to make more assets in general actually. Thank you to the super genius who posted this shader on godotshaders.com. This is practically witchcraft to me.
A blog for a game about a rather peculiar exam. Made in Godot Engine!
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