ViciousGames222, to RPG
@ViciousGames222@mastodon.social avatar

A new version of Open Doom : Hardcore edition is here... Now there is a new feature - PERMADETH! Now you can enable roguelike gameplay with the red switch... When you do your first death ends your playthrough!
Download it here:
https://gamejolt.com/games/odoomhc/896165

video/mp4

ArmouredWizard, to godot
@ArmouredWizard@dice.camp avatar

I am an amateur hobbyist coder, with a bit of experience in java/kotlin for android
I'm trying to get into Godot gameDev
If anyone has advice (technical or otherwise) for how to progress from the VERY basics, I am open to hearing it.

sashabilton, to gamedev
@sashabilton@mastodon.gamedev.place avatar

I managed some bed-coding this evening on . Skelebobs are moving now and pips are being eaten. I'm getting more of a feel for the functions I'll need for the game.

video/mp4

britown, to gamedev
@britown@mastodon.gamedev.place avatar

Light sources are now independent of player vision and the torches flicker.

There's still some wackiness of being able to see walls as lit when lit from the other side, but the progress feels great here considering how little time I've had to devote since the weekend.

video/mp4

ArmouredWizard, to godot
@ArmouredWizard@dice.camp avatar

In town, the camera is fixed, overhead
When you go to the Dungeon, it swaps to PlayerCam
And back to over head when you find the stairs!

Next: Inventory and Keys, i think

image/png

SpaceMyFriend, to random
@SpaceMyFriend@mastodon.gamedev.place avatar

A lot of have a hunger mechanic to keep the player moving. Gum Flesh goes the Spelunky route.

The Epiglot is a super powerful invincible enemy that spawns if you take too much time on a level.

Beware of the Epiglot.

👇Wishlist👇
https://store.steampowered.com/app/2946900/Gum_Flesh/

video/mp4

gamingonlinux, to RPG
@gamingonlinux@mastodon.social avatar
ArmouredWizard, to godot
@ArmouredWizard@dice.camp avatar

sigh
Could do with some help with Godot
I can't see how to align scene-swapping, collisions, and gridmaps...

I have a Main Scene, that has scene-swap code, and 2 scenes (town, dungeon)
I populate a town gridmap with floor tiles, and a random stairs tile
I then swap out the stairs tile for a stairs scene, that will have collision signal, to tell the Main Scene Switcher to move to Dungeon.
But I can't figure this bit.

Any help?

ArmouredWizard, to gamedev
@ArmouredWizard@dice.camp avatar

Progress
Town Scene proc-gens a grid, including randomly placed stairs tile
Stairs tile is replaced by Stairs Scene
Next: add collider for scene transition to Dungeon

ArmouredWizard, to gamedev
@ArmouredWizard@dice.camp avatar

Keep your wits about you, Adventurer!
A random room has a pitfall trap!
Can you find the stairs without falling to your doom?

image/png

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