Currently working on releasing a videogame on Steam. Check out my journal on that here: https://albertalberto.substack.com/s/project-steam-release
Proportions look a little cartoony, but may make more sense once there's more props for size reference :)
Proportions look a little cartoony, but may make more sense once there's more props for size reference :)
You can play the game here: albertalberto.itch.io/bola-brawl (Warning, it is currently extremely hard. Good luck!)
You can play the game here: albertalberto.itch.io/bola-brawl (Warning, it is currently extremely hard. Good luck!)
I'm still getting used to the way Godot architecture works, but implementing this helped a lot!
I'm still getting used to the way Godot architecture works, but implementing this helped a lot!
These can be functional, with a script driving the effect, or have any other visuals, animations and behaviors through extra nodes inside of it.
Here's the player with a party hat as an upgrade :)
These can be functional, with a script driving the effect, or have any other visuals, animations and behaviors through extra nodes inside of it.
Here's the player with a party hat as an upgrade :)
...And a reference to a scene, named "Player behavior scene". This scene is instantiated as a child o the player, and doubles as both more advanced functionality and cosmetics!
...And a reference to a scene, named "Player behavior scene". This scene is instantiated as a child o the player, and doubles as both more advanced functionality and cosmetics!
But here, I asked "Can an upgrade just be a node that handles whatever the upgrade does?"
And the answer is... Yes, and it's amazing!
But here, I asked "Can an upgrade just be a node that handles whatever the upgrade does?"
And the answer is... Yes, and it's amazing!