Among features and fixes, this release brings the ability to leave comments on content item previews for better collaboration and streamlined review-processes. 😊
You can learn about what's changed in the in-app changeling or in more detail in this #devlog :
Finally got around to doing a postmortem on V-Hunter Puzzler Dx. The game didn't do as well as I had hoped, but I'm happy with the learning experience!
Spookum planning is done. Got a good doc with write-ups of each character and stage.
Next up is the mechanics. Going to be adding roguelight elements, upgrades and unlocks, and a way to "win" each stage. I've got 7 unique stages planned, but we'll see how many I actually have time to implement. #gameDev#devLog
Reached out over the weekend to some freelancers to get estimates for Spookums art and music - I can create these assets myself, but they're better, and it would free me up to focus on code and story.
I'd need around $3k for everything, which is about 3k more than my budget of $0 - meaning I'd need to do a kickstarter to raise funds.
Given my end-of-month deadline I'd need to limit the campaign to a week. Not sure I can pull that off. #gameDev#devLog
Working on a 2d top down space pirate shooter that plays like a cross between EGATrek and Bosconian. Today I'm implementing space stations you can use to heal and sell stolen cargo.
As I'm only given myself two weeks, upgrades are out of scope - the cash raised goes towards the game's goal of paying off your space mortgage before time runs out. #gameDev#devLog#godotEngine
Various vet-related issues took up most of yesterday, but I'm still on track to wrap up the last game of the month by the 31st. Implemented switching power profiles/modes, between aggressive, defensive, agile, and balanced... maybe a little more X-Wing than EGA Trek, but it's working.
Now to get Starbases working. Player will be able to dock, repair hull damage, and sell stolen cargo. #gameDev#devLog
Every week I work on a new game. This week's is a space shooter that draws inspiration from the old Star Trek mainframe games and the arcade game Bosconian.
Spent yesterday and today working up the core mechanics in #godotengine 4. Got combat, movement, shields, pick-ups... enemies exist, but no AI yet.
Will have to implement that, and warping sector to sector tomorrow. Leaves me with one day for art and sound, one day for polish.
I love when tiny no-budget indie projects dig up volunteer voice actors. There's nothing quite like a bunch of novices trying to figure out how to act.
Dave: "I don't... THINK that's... a good idea, George."
This week's #gameDev project is a weird mix of EGA Trek and Bosconian. I'm envisioning a game with a grid of sectors you can warp between, each of which has a number of enemies to fight in a multi-directional scrolling shmup battle instead of Trek's turn-based coordinate entering.
Don't know if I'll actually have time to implement everything in a single week but we'll see. #devLog
Repeat : Return : Revise is an #interactiveFiction game made in #godotEngine using @inklestudios's Ink markup language. I spent a week figuring out how to use the plug-in because I don't know how to code in C#, and also managed to get the story written.
Art? Sounds? Proofreading? Who has time for that? Not this guy, I aim to make a game every week. This one was about time loops!
#devLog having difficulty finding a #godot4 ink interpreter that's at a state where it's capable of doing what I need it to do in a way that doesn't require me to learn C#. I'm not opposed to learning C#, but my timeline on this project is thin as it is.
Switching to the #godotEngine dialog manager plugin and adapting it into a narrative text game wrapper. #gameDev
Given some unexpected real life emergencies, I probably won't have my weekly game release tomorrow. I lost a few days of dev time! I can have something bare-bones done tomorrow, but it'll probably take until mid-week - 10 days total - before a polished release of my next project.
I've got a simple interface done in #godotengine and the story beats handled in Articy:Draft - next is implementing the text in ink.
A small but major part of a bossfight's component diagram or architecture... Looks complicated? 😜 But this is only at first glance. Yes, it will be a boss fight
I've been looking into #ink interpreters for Godot 4 so this week's #gameDev project is going to be a choice-based text adventure. Today I'll be brainstorming, tomorrow I'll build a framework/interpreter, and the rest of the week will be writing the game.
I'll be going for something relatively bare-bones in presentation, but if I get a good feel for it will be able to integrate Ink into future game projects as well.
Now that HarleQuest! is funded, what comes next you might ask? In our first Devlog I go over our milestone-based roadmap for finishing the game and show our performance improvements since the 2.5 demo: https://www.youtube.com/watch?v=KNjdhwd1y-Q
#DevLog: Today's the last day of polish for this week's game, in which you are a ghost trying to scare children out of your haunted mansion before an evil teddy-bear murders them.
Came up with some #chiptune music that I like for the core game and intermission scenes, wrapped up the title, tweaked the floor tiles a little.
There's more I could do but the point is to spend exactly one week on each of these, so it's time to wrap it up. #gameDev#godotengine
#gameDev#devLog: Continued work on this week's game, a maze chase game in godot 4. I'd initially budgeted myself two days to work up content - tilemaps, sprites, sound - but family emergencies happened, cutting the time I had to work drastically. I should be able to finish something playable by my Saturday deadline, but without as much polish as I'd have liked.
So today I finished up my tilemap and most of the objects, tomorrow I'll focus on sound and music. #godotEngine
#DevLog: Finished the maze game's core mechanics today, after troubling issues with Godot4's pathfinding and reminding myself how to make a finite state machine. Got the screens between levels done too. Tomorrow I can start working on content - replacing the placeholder levels, drawing a new tilemap, new sprites, and figuring out the audio. #gameDev#godotEngine#gameAWeek