Post B5gomu4UzZI1YTN3aa by gogolassy@mastodon.gamedev.place
(DIR) More posts by gogolassy@mastodon.gamedev.place
(DIR) Post #B5gompgFJnVrw5zdEO by gogolassy@mastodon.gamedev.place
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i've decided to start work on the sequel to stella rising (tentatively named stella wandering) at long last. for now i just imported the turn order code from the turn-based boss rush and adapted it to this one#gamedev #indiedev #godotengine #indiegame
(DIR) Post #B5gomqCVNrJjY95OVs by gogolassy@mastodon.gamedev.place
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re-implemented the collisions and added enemies (they cant fight yet). this time around, enemies can come in different sizes, which will change which paths they can navigate through the map#gamedev #indiedev #indiegame #godotengine
(DIR) Post #B5gomqjpNxyLDUg0S8 by gogolassy@mastodon.gamedev.place
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most of the progress i did today was invisible (mostly setting things up in the code), but at least you can exchange fists with an enemy, so i'll consider that good enough to show off for #screenshotsaturday #gamedev #indiedev #indiegame #godotengine
(DIR) Post #B5gomrCXfCwOeY6wD2 by gogolassy@mastodon.gamedev.place
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ui design is tedious but at least i can count on my good old polygons to cobble together something that looks good enough :)
(DIR) Post #B5gomreC0P3i2J31JA by gogolassy@mastodon.gamedev.place
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been making good progress on re-implementing the core mechanics of the first game :) while i'm at it, i gave the ui a bit of a glow up as welli should be able to finish re-implementing the core mechanics in time for screenshot saturday #gamedev #indiedev #indiegame #godot
(DIR) Post #B5goms9k76IPc9oDU8 by gogolassy@mastodon.gamedev.place
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back when i released the first game, the stance system was called mods (because that's exactly what it does), but i quickly felt that "stance" was a better name so i changed "mods" to "stances" and renamed the "stance mod" to "steady stance" ("double" also became "speed" to match the other two stances)
(DIR) Post #B5gomscoN1Y34JPQnI by gogolassy@mastodon.gamedev.place
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there are still some things left to re-implement, but i think it's at a good enough place where i can start focusing on adding new things. i should also start thinking about the level design while i'm at it#screenshotsaturday #gamedev #indiedev #indiegame #godotengine
(DIR) Post #B5gomtA8N8Cejf02jY by gogolassy@mastodon.gamedev.place
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currently redoing an area from the first game based on a screen-sized grid, and i cant help but feel that it looks a bit...wide?i probably have things to rethink, but first i'll get the rooms implemented and test it out
(DIR) Post #B5gomtcUfgt89cGgwC by gogolassy@mastodon.gamedev.place
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i have set a new screen ratio and now i have to re-tile everything. thankfully, i have only actually tiled a single area, so it's good that i did this now rather than later into development
(DIR) Post #B5gomu4UzZI1YTN3aa by gogolassy@mastodon.gamedev.place
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i had to adjust my area parts to work with this game's turn-based and tile-based gameplay (felt a bit lost on how to do that, and then i went and did it)i've also shrunk the screen a bit to help make the level design feel less...wide (and to work with the way i make rooms)somehow it turned out fine! i should add more enemies now, or maybe some items instead#gamedev #indiedev #indiegame #godotengine #godot
(DIR) Post #B5gomuZL8txZ67ngf2 by gogolassy@mastodon.gamedev.place
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turns out designing and expanding the hub area is pretty hard when you haven't put any thought into its actual layout :o
(DIR) Post #B5gomv1hRSe2W54Krg by gogolassy@mastodon.gamedev.place
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so i got a bit caught up in laying out the town area and forgot to make new monsters or itemsbtw anyone here have an idea what colors to use for the two buildings here? they're looking a bit...dull for what they're supposed to be#gamedev #indiedev #indiegame #godotengine #godot #screenshotsaturday
(DIR) Post #B5gomvZjOvroDczVuS by gogolassy@mastodon.gamedev.place
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made a new monster to figure how how to adjust the basic attack to various body typesthe method shown in this video spawns an attack for each body tile. this can adapt to any body shape, but can hit larger characters multiple times, which i havent designed the game to account for atmanother way scales one attack based on the size and direction, which isn't as flexible but is simpleri can see reason to use both methods, so i guess i'll choose accordingly?#gamedev #indiedev #godot
(DIR) Post #B5gomw2RgApregQRfM by gogolassy@mastodon.gamedev.place
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having trouble deciding on an inventory system for the game :(it'd the dilemma between making something intricate vs something that's simpler and only needs a keyboard to useone thing's for sure tho: you won't have unlimited inventory space this time
(DIR) Post #B5gomwSg6doqy2hOYS by gogolassy@mastodon.gamedev.place
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thinking about it more, you discard all the items at the end of each day anyway, so maybe i should stop forcing an inventory system and just do what i did in the first game :P
(DIR) Post #B5gomwsCZkEgFCdmL2 by gogolassy@mastodon.gamedev.place
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in the end, i just went with what i did in the first game, with a few changes for easier sortingnext it's time to make some new attacks#gamedev #indiedev #indiegame #godot #godotengine
(DIR) Post #B5gomxIR0DDfYYujE8 by gogolassy@mastodon.gamedev.place
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amazing how much progress you make when you aren't stuck trying to implement an intricate inventory systemnext it's time to get the dialogue and progress tracking working, in the meantime i should get back to constructing the areas#screenshotsaturday #gamedev #indiedev #indiegame #godotengine #godot