Messing around in #Godot again.
Messing around in #Godot again.
This time I have a deeper fascination with a subject and a desire to share a part of myself through a game, which would probably make all the difference in pushing through.
So if I do find the time for a new project, and it's a big if, I'll go into it heart first.
I think my problem last time was that I was going for it solely from a technical perspective, which is what I'm good at, but without having the bigger picture that would make me feel something.
After a 10 month break, again daydreaming about making a game, but I think I forgot EVERYTHING about Godot. :D
Also the worst possible time for it, due to some critical personal issues that I have to resolve in the coming weeks, and I can't really allow for major distractions. Such is life though.
So I think it's better for me to drop it as well, and start on something new with renewed enthusiasm, and I wish you the same, and look forward to playtesting your next thing. :)
I'm somewhat in the same situation, haven't officially dropped my project yet but probably will soon. It's not the technical aspect I have problems with, it's just that the core idea for this specific game no longer interests me as much and I don't have the motivation to work on it.
You did well, this is a normal part of the process. It's impossible to finish a worthwhile project starting from zero, you need to learn from project to project.
Still alive! :) Doing a full rewrite of everything to move from imperative programming to declarative (basically 'building blocks') because it seems much more suited for Godot.
Also restructuring everything, fixing bugs, and hoping that it will all still work once it's put back together. ๐ฅฒ
Glad to be of service. ๐ซก
It would be cool if you could lock target on enemy by clicking on it instead of the floor, and then move around it and cast different spells without having to re-target as they move.
And maybe do combos like paralyze spell, then a couple of mm, then a push-back spell then some more mm. :)
It works. :) I like it. It has less functionality but it seems more stable. And I like the addition of music, light an visual effects, even if it's just placeholder but it kinda creates a nice vibe.
Thank you! :)
It's working now. :) If possible, could you add a Linux build as well? Hopefully it shouldn't be too complicated.
It's giving a 404... :|
I did a tiny bit of work today, so hopefully I'll return to it soon. :D
Love what I hope will be interactive objects, and NPCs you can talk to. Looking forward to see where it goes. :)
Also Dungeon Meshi is amazing ofc.
Not gonna lie, I've started playing Baldur's Gate 3 a couple of weeks ago and everything else in my life is on pause. ๐คก
Thank you! :) I'm still mostly trying things out and building tools before I start making the game for real, but it's slowly coming together.
Godot has great support for pathfinding, you should look into it at some point, it could be very useful in your game as well.
Bugs are slowly piling up, so I'll probably focus on clearing them up throughout the next week, before adding any new features. :D
Static (permanent) objects are baked into the navigation mesh to help with pathfinding, while fully-destructible objects such as barrels are not. These will use local avoidance until destroyed.
Week #7:
Level generator now spawns interactive objects based on predefined rules, proximity to other objects, walls, and other criteria.
Added ability to lock-on, and cycle targets.
#Godot #GameDev #IndieGame #SoloDev
Yup. I'm making it so you can have one melee weapon and one ranged weapon equipped at the same time, and then use the one you want based on enemy distance.
It seems a lot more fun this way. :)
Thanks, following! :D I also like the idea of a goblin running a shop, so you still deserve a lot of credit.
Nice. :) I like the speech bubble because it's basically them saying the spell.
Really cool. I like the art style in general. :) Looking forward to seeing more.
Enemy navigation was a real pain, had to rewrite it multiple times. It works great with standard pathfinding, but I can't get mutual enemy avoidance to work so I'm implementing a custom solution with raytracing.
However, I'm learning a lot, and this early prototype is already kinda fun to play. :)
Week #6: Realtime combat, dash movements, health tracking.
#Godot #GameDev #IndieGame #SoloDev
Thank you! :) I still just have a rough vision of what the game will be, focusing more on building tools and learning Godot & C#, but it will be an RPG with precise realtime combat and multiple companions, which is why I need good pathfinding.
Navigation region is built dynamically by the Level generator. This took some tinkering, but works great, and will enable smart navigation for any generated level.
Week #5: Navigation components like Path, Patrol, Wander, Follow, etc, which can then be combined into more complex structures and assigned to Mobs & NPCs.
#Godot #GameDev #IndieDev #IndieGame