@nuzcraft@mastodon.gamedev.place
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nuzcraft

@nuzcraft@mastodon.gamedev.place

Aspiring game developer + preoccupied playing Monster Hunter

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nuzcraft, to gamedev
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- LOOT๐Ÿช™!
1: right-click to drop items on to the map
2: enemies can drop loot
3.right-click in inventory to use items (healing potion!)
4.walk over items to bring them into the inventory for use
:godot:

apple is pulled from inventory and right clicked to drop it on the map. enemy is defeated (hero takes a lot of damage). health potion is used from inventory to heal up. enemy dropped leather armor when defeated, hero picked it up then equipped it

nuzcraft, to science
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I read this over the last few days and really enjoyed it. I watch a lot of sciency YouTube and this helped tie a lot of stuff together.

Quantum Physics For Beginners, Into the Light: The 4 Bizarre Discoveries You Must Know To Master Quantum Mechanics Fast, Revealed Step-By-Step (In Plain English) https://g.co/kgs/6Rmeem8

godotengine, to gamedev
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Do you have some ideas of yours we can shelve- erm, display in this space? ๐Ÿ’ก

nuzcraft,
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@godotengine heres a mock-up I did for a little 4x4 roguelike game - the randomly generated name I used was Musical Octo Goggles RPG ๐Ÿคฃ:godot:

Hero, lizardman, and skeleton on a 4x4 grid. There is a tilt shift effect to make the background and foreground look a little blurry

nuzcraft, to godot
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I'm working on a writeup on my :godot: project that will be posted to my website (link in bio) and my new newsletter, https://nuzcraft.substack.com.

I'm working on a new game and will be crossposting in both places

lisyarus, to random
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Can't shake off the feeling that this terrain system could be used for so much more than just a silly road building game...

nuzcraft,
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@jonikorpi @lisyarus roguelike could use different tile shapes, would def help it stand out from the crowd

nuzcraft, to gamedev
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Trying out a few different colors for a potential grid. I may also try creating a border around the whole game area and just use that instead of including all the inner lines of the grid. :godot:

gif of a grid-based game screen - a small grid outline changes colors between transparent, white, red, black, yellow

nuzcraft, to godot
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Which screenshot from a turn-based roguelike do you prefer?

  1. Trees and environment lay flat (stylized perspective)
  2. Trees cast shadows while other environment lays flat
    :godot:

screenshot of a turn-based roguelike where some environment elements lay flat on the ground in a stylized perspective, but trees and barrels 'stand up' like characters and cast shadows.

nuzcraft, to gamedev
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Its and I'm about to dig into some minor with and (). Basically, I want to see if I can easily edit a meshlibrary because every time I've tried it gets borked.

nuzcraft,
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I'm VERY green ๐ŸŸข when it comes to :blender: so here's where we're going. I'm going to start with this very fine library of 8 square tiles and we're going to expand it to 16, then try to import it into :godot:

nuzcraft,
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I said 16, but actually just 14. I'm adding more flowers, shrubs, rocks, and a barrel :blender: :godot:

nuzcraft,
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I exported to .gltf instead of .glb to see if that helps the workflow in :godot:. From the out, things are looking nice. I was able to easily import the file and create a new inherited scene!

upmultimedia, to random
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I want to make a 100 good games

nuzcraft,
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@upmultimedia I want to make just one ๐Ÿ˜†

nuzcraft,
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@upmultimedia thank you! Thatโ€™s very kind โค๏ธ
Was there anything in particular that clicked with you or anything that could be improved?

nuzcraft,
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@upmultimedia thank you! Wonderful feedback, I appreciate it very much!

  • enemies have unique attack patterns and stats, which is how things scale. But it isnโ€™t very clear and most players miss it, definitely a place for improvement.
  • defend is the weakest option by far, but can counter later enemies if leveled. It needs help to be properly balanced.
  • yea, the area of engagement is jank ๐Ÿ˜†

All my code is available for anyone who wants to take a peek https://github.com/nuzcraft/dot-rpg

nuzcraft, to gamedevelopment
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Game Devlog 01 - Yesterday I restarted my #GameDevelopment project. I liked where things were headed before I took a break, but I think a reset will help me focus. Using #Notion, Iโ€™m writing out deliverables and tasks and Iโ€™m about 20% done preparing for development on the first minor version. It feels a little tedious and I may scale back in the future, but I want to see if the structure will help with this first minor version. #GodotEngine #IndieGameDev

nuzcraft,
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Game Devlog 02 - Today, I finished writing 40 tasks I think Iโ€™ll need to complete to be ready for the first minor version. My hope is that Iโ€™ll have pre-concentrated some of the game design into writing these tasks, and the development step can be more focused. Writing these tasks took 3x as long as expected, probably a good indication for how the rest of the project will go ๐Ÿ˜†

nuzcraft,
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Game Devlog 03 - Yesterday evening and today I spent a total of 2.5 hours developing off the projects and tasks I wrote up in . With only a couple unexpected changes/additions, I've felt free to problem solve towards more specific goals without looking too far ahead. 7 tasks complete.

nuzcraft,
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Game Devlog 04 - Monday and Tuesday of this week were productive, as I was able to close 2 projects, 8 tasks in ~3 hours of development ๐Ÿ’ช๐Ÿผ. The hero is up and moveable and I'm very proud that I was able to implement walls between tiles on the map. Artwork is homegrown, and not final.

on a checkerboard grid, a triangle hero moves orthogonally, bumping off walls

nuzcraft,
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Game Devlog 05 - Things are looking alive as the actors have health! I'm in the midst of adding some simple bump combat and wanted to share the current state of things before I go play ๐Ÿ‘น

the triangle hero and cube enemy move around a grid. They have health counters above them. The hero health counter goes down and up as they move left and right.

nuzcraft,
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Game Devlog 06 - Over the past couple days I was able to add bump combat and enemy spawn progression. Enemies can die and when they kill the player the game starts over! 28 tasks complete!

Except! I realized I was missing a few projects necessary to actually release an alpha build so I made 18 new tasks, mostly around building and deploying the game when itโ€™s ready.

nuzcraft,
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Game Devlog 07 - I added a randomization to the walls between tiles that cross the map. It was difficult to find a method that would allow for strategy, while also limiting the movement of player and enemies. Here are some screenshots of different trials, the last one is the current version. #GameDev #IndieDev #GodotEngine #Godot

randomization #2, not nearly as many lines, but its way too open, still not interesting enough
randomization 3 - this looks way better, but functions more like a maze than a dungeon or room. It needs more open space to move and strategize
randomization 4 - this method has a lot more open space, but still offers an outlet for strategy

nuzcraft,
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Game Devlog 08 - after a couple weeks of procrastination, I hit a small stride this week. I implemented a basic save/load system for local high scores and almost finished adding collectible doodads. At this point, Iโ€™m actively developing an #Imbroglio prototype without the weapon tiles and multiple health pools. After things wrap up, Iโ€™ll be looking at trying new mechanics and finding an art style. #GameDev #GodotEngine #IndieDev #Godot

nuzcraft,
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Game Devlog 09 - Home Stretch of v0.1.0. The game has been tweaked a lot in the last couple days to make it feel okay to play, knowing that I plan on making significant changes. 4x4 grid, enemies spawn in the corners, collecting a coin will rearrange the walls, heal the player, and increment the score. I also got a 'play again' screen up and running to show the high scores and let the player choose to play again.

player moving across a 4x4 grid. When they collect a coin, walls between the cells of the grid rearrange and the player is healed. They fight enemies and win.
player is pursued by enemies on a 4x4 grid. The player has 1 health left. They did and the Play Again screen is shown with a high score. The player chooses to try again.

nuzcraft,
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Game Devlog 10 - I took a bunch of time off for life and am starting to come back to work on some art! This is my first art test, and Iโ€™m looking forward to refining it!

nuzcraft,
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Game Devlog 11 - I moved my art test out of image editing software and into and itโ€™s looking great so far! I think Iโ€™m headed in the right direction!

nuzcraft,
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