We're doing first drafts for all the PCs, then revisions to make them all fit nicely together as a cast.
We're doing first drafts for all the PCs, then revisions to make them all fit nicely together as a cast.
I just added manual mapping. It's optional, you can turn on an automap, but drawing your own map in-engine gives me warm fuzzies.
In playtesting, I'm finding that it's a lot more engaging this way. It's like going back to Wizardry 1, only now the graph paper is built in!
I just added manual mapping. It's optional, you can turn on an automap, but drawing your own map in-engine gives me warm fuzzies.
In playtesting, I'm finding that it's a lot more engaging this way. It's like going back to Wizardry 1, only now the graph paper is built in!
I should make a new build that bundles in the Java JRE. I couldn't get that figured out at the time, but I guess a big problem with my last release is that .jar files are hard to use these days
I should make a new build that bundles in the Java JRE. I couldn't get that figured out at the time, but I guess a big problem with my last release is that .jar files are hard to use these days
The idea is that you can set your palette and accessories and they'll follow you as you transform
(line art by BigDragBy, palettized colors and json data whipped together in a hurry by me)
#gamedev
The idea is that you can set your palette and accessories and they'll follow you as you transform
(line art by BigDragBy, palettized colors and json data whipped together in a hurry by me)
#gamedev
Audio engineers, is this a case of Godot sucking? Do I need higher quality / higher sample rate audio? Or is this just the best you can do without a lot of budget and manual audio engineer work for each file?
#gamedev
Audio engineers, is this a case of Godot sucking? Do I need higher quality / higher sample rate audio? Or is this just the best you can do without a lot of budget and manual audio engineer work for each file?
#gamedev