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