Both of these ended up getting scraped. oof
I did get to implementing it before porting the game over, but I realized the box to the right of the list could probably look a bit better, so it needs some tweaks. As I mentioned earlier I decided to port the game to Godot 4 which I thought would be fine since the project is mostly art and not much code. But then Godot failed to convert the old project. I still believed it would be fine since there was only a handful of features in the game anyway and it wouldn't take too long to rewrite them from scratch. Plus I could just look at my old code. Then I started the rewrite and... rewriting code is really boring
This was like the last thing I added before terrain bugged me out so much that I decided rewriting the entire codebase and switching to 3D would be more enjoyable than trying to get it to work
I had to model this... with a blender! ridiculous.
The whole point is to provide context on what important modifiers might have applied to the damage. I've overhauled the battle system a bit since so they don't look like this anymore but yea progress...
idk if you've noticed but like I queued up all these posts so my page could run itself for awhile. I've noticed that my blog's current theme only makes the videos look super nice but the images are displayed too small and it kinda ruins the aesthetic tbh
oh yea I guess I should add this is showcasing battler selection. it's pretty fancy.
Sasha's Travels⚙️
A blog for a game about a rather peculiar exam. Made in Godot Engine!
200 posts