- punchier hit VFX
- layering/masking fixes;
- ongoing progress in boss fight dev
- better enemy visibility in tree-heavy areas
- new group combat flow via manual "Kairos Charger"
Not 100% sure about Kairos, but it's starting to feel right
#gamedev #indiedev #Godot
• Movement overhauled
• Sword & communicator head now move in circular arcs
• New sword animations + combos
• New skill system approach
• Mid-level boss fight almost finished
• Pickable loot pops from barrels/objects
#IndieDev #GodotEngine #GameDev
• Movement overhauled
• Sword & communicator head now move in circular arcs
• New sword animations + combos
• New skill system approach
• Mid-level boss fight almost finished
• Pickable loot pops from barrels/objects
#IndieDev #GodotEngine #GameDev
- Push It, Pull It, Throw It, Twist It? (, Bop It?)
- Fixing sprite3D/water rendering issue
#IndieDev #GodotEngine #GameDev
- Push It, Pull It, Throw It, Twist It? (, Bop It?)
- Fixing sprite3D/water rendering issue
#IndieDev #GodotEngine #GameDev
- Improved level design
- New trees with particle leaf effects
- Fresh level textures + toon shader effects
- The blocky “Minecrafty” look is gone
Next up:
- Performance improvements
- Parallax upgrades
- More sinister gameplay
- Improved level design
- New trees with particle leaf effects
- Fresh level textures + toon shader effects
- The blocky “Minecrafty” look is gone
Next up:
- Performance improvements
- Parallax upgrades
- More sinister gameplay
Reworked switching between bubbly messages and dialogue.
Started the story
Added a key character
Added a short speed boost
Forgot to remove audio, oddly, it fits
More redesign & gameplay tweaks coming soon
Reworked switching between bubbly messages and dialogue.
Started the story
Added a key character
Added a short speed boost
Forgot to remove audio, oddly, it fits
More redesign & gameplay tweaks coming soon
#gamedev #indiedev #gamedesign #programming #indiegames
#gamedev #indiedev #gamedesign #programming #indiegames
.) simple box mesh grass (vs multi mesh grass, video below)
.) first iteration of a menu (probably will change completly)
.) change camera perspective to orthogonal instead of perspective
.) simple box mesh grass (vs multi mesh grass, video below)
.) first iteration of a menu (probably will change completly)
.) change camera perspective to orthogonal instead of perspective
The coming of Spring (in the Northern hemisphere) has thawed the thick cover of feature freeze which held many feature PRs in stasis.
With a first harvest of ca. 400 PRs, it's time to start testing!
godotengine.org/article/dev-...
Testing a lot of new things. barrels, environment stuff, invisible walls, flying swords for melee. a not yet working grid duality mesh system for better visuals. Probably moving back to load multiple level chunks in one instead of adding/removing them on the "go"
Testing a lot of new things. barrels, environment stuff, invisible walls, flying swords for melee. a not yet working grid duality mesh system for better visuals. Probably moving back to load multiple level chunks in one instead of adding/removing them on the "go"