Punting everything over from twitter is a bit tedious. At least reposting everything slowly gives me time to make things I should've made while wasting time... I guess?
Oh yea I guess take a look at this super old UI, it looks different now... in the future. Well if I ever get to implementing it instead of tweaking it left and right
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
Sasha's Travels⚙️
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.
I decided to instantiate and drop ~99 RigidBodies to see what would happen. The game had zero problems until I tried to interact with one of the boxes and my interaction system got fussy. Now that I think about it, I need to repeat this very important experiment with my bomb object...
Math is really important in game development. I'm trying to organize my battle scene similarly to how it's done in a PSP game known as Grand Knights History. My version is a bit rough, to say the least... Is it just me or does it feel like the UI on the bottom is sticky?
good job me
my super wack workflow, ngl even though it's okay I want to redraw all the characters, but it will screw up the scale of the enemies and environment unless I redraw them with a similar size and proportion, but if I do that, did I really redraw them?
A blog for a game about a rather peculiar exam. Made in Godot Engine!
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