#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
Today's #gameDev will be writing the game's text out in Scrivener; I like that best for drafting and revisions, and it'll help me keep each passage distinct.
I just uploaded my first #shader to godotshaders.com! It's a variation of an outline shader, configured for usage in the new #godot4 'CanvasGroup' node.
@komish They're using height fog for this, which is enabled from the Map Properties panel. The default example game uses this for the dungeon map as well!
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.