Support Action

Support Action

This is a gimmick I've been looking into, at the cost of a turn you can bank an action to use later immediately after someone else. This seems pretty useless but could be helpful in applying status effects that can combine, I still need to think about it lol.

More Posts from Alkaliii and Others

9 months ago
Drawings
Drawings
Drawings
Drawings
Drawings

drawings

2 years ago

Jul 7, 2021

I got so many things done during 2021. Like all of 2022 passed by and I barely refactored some of the code and continually realized how shit my game story will probably be my game will have a great story please play it when it's done

original tweet below:

AOE techniques work! I also learned the oddities of integer math recently... math is wack. -- Next up will probably be Healing? or Buff/Debuff.


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1 year ago

WIP Inventory

WIP Inventory
WIP Inventory

specifically the list... My item categories have icons now. Icon design is hell but it's satisfying to have a finished set. Maybe I should try spending time brainstorming on ben and baber.


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11 months ago

Objective UI and Quest System

Mostly backend. As usual, it's a pretty jank system but it works. No quest markers atm but I've been considering them. I also want to look into optional objectives. This is the first time I've seriously considered how quest systems work and it's quite interesting. I need to find more references to study haha.


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2 years ago

Development Update

Hello, I made a post on TIG just now. It summarizes some future progress that hasn't been posted here. Check it out if you feel like it.

forums.tigsource.com
pearlessential

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2 years ago

Aug 11, 2021

Imgur: The magic of the Internet
Imgur
Find, rate and share the best memes and images. Discover the magic of the Internet at Imgur.

Sorry for the imgur link, my gif was too chonky. Which makes sense I guess since it's a 30-second-long textbox that needs some of it's messages pruned.


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5 months ago

Options Menu

The coolest thing this menu has is keybinding. I need to tweak it a bit so that the user has to specify that they want to apply changes rather than instantly updating the game settings


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11 months ago

Quest System Cont.

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...


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1 year ago

More WIP Inventory

More WIP Inventory
More WIP Inventory
More WIP Inventory
More WIP Inventory

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


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1 year ago

i feel like Mario as a metroidvania is a concept that hasn't been explored as much as it should

i feel like it's rich with potential for that

I don't think you could implement anything like the standard upgrade treadmill without doing violence to Mario's basic idiom. When I picture a Mario game with a large interconnected world, I see something less like a metroidvania and more like the sub-game "The Great Cave Offensive" from Kirby Super Star; i.e., there'd be no permanent upgrades, but a wide range of temporary, mutually exclusive powerups, most of which can only be obtained in particular regions of the map, with the open-world traversal being purely a challenge of routing – identifying an obstacle at point A as requiring a powerup which can only be obtained at point B, and figuring out how to travel between those two points using the capabilities that powerup provides.

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alkaliii - pearlessential
pearlessential

A blog for a game about a rather peculiar exam. Made in Godot Engine!

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