A blog for a game about a rather peculiar exam. Made in Godot Engine!
200 posts
I decided to stop tweaking the look and actually start putting it into the game. Exporting assets is a lot of work so I just kinda put placeholders in...
Csprites, aka Combat Sprites are the counterpart to isosprites. They show up in the battle scene. I don't really like the look of them and I dread coding for some reason. So lets redraw them. new base
Test sketch
alice head
yea she frowns underneath the mask
looks okay I guess, but still feels off, might redraw again later... (I did redraw them again later, I know since this work was done months ago)
I think this is an excellent example of why I dread implementing things.
Implemented! I like it but it does add extra button presses to something some don't enjoy while in the middle of gameplay... maybe I should save it for cutscenes?
rip another imgur link, I'm not even gonna tag this lol
was this necessary to add right now, no was this easy to add and another means of attaining validation and visible progress... yes
I call em isosprites since they are isometric sprites. Off all the art in my game I like these the most, yet I never want to spend time making more of them. I guess ill get all the time in the world to make them if I can get passed this project's pre-production phase (I'm sorta close... maybe I should make a checklist...) sneaky peeky behind the scenes
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 i've posted these already. Sorry if the image quality sucks, I'm kinda just copying old stuff I posted on discord so maybe it's getting double compressed. I'm preemptively apologizing cuz the preview looks super blurry but I'm too lazy to do something about it. Maybe I should apologize for that instead.
^ popups for damage context
^ new status effect badges (used to be just text) still wip
^banter boxes... suppose to give room for side comments in a way, might still be annoying to the player
^ side box for less important dialogue, maybe ill have it come out of the speaker like cross code
a few locations to say the least. I think there are 9 major cities, 10 small towns, and a lot of dungeons... I might cut some towns...
ended up scraping these and changing the system...
some art stuff, this more or less has caught the blog up with my posts on Twitter. Time to say goodbye to daily posts, and hello to inactivity!
OptOut encounters. I need to add more sound effects, an alarm sound for when one of these pops would be fitting.
voila, house. These ones are pretty simple but now I understand what my workflow is for when I make a nutty one. The tall one needs a balcony 100%. I should make that... but then do I have to let the player onto the balcony, and if I let the player on the balcony, do I let them jump off it into some hay on a horse cart conveniently placed below the balcony? decisions decisions.
trapped chests, I want to also have a teleport chest but I need to add additional zones to implement and test that, which requires me to save the state of the scene or area streaming. Yea... I have a lot of work to do.
Chests! Normally they won't initiate dialog but inventory isn't set up so yea... I'll be real with you it's almost been a year since I put chests in and inventory still isn't set up... I got started a few days ago tho, maybe it'll be ready before this summer, fingers crossed.
took about a year and a half but now you can do not battle things and switch to battle things.
sorry about this, uh ill edit it later after I compress the gif. just pretend the twitter wrapper isn't there and it doesn't get worse every time the owner tweets
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.