- combat actions are colour coded
- more important actions (like attacks) are brighter than others (like harvesting)
- older messages are dimmed
(also health bar lag)
- combat actions are colour coded
- more important actions (like attacks) are brighter than others (like harvesting)
- older messages are dimmed
(also health bar lag)
#gamedev #screenshotsaturday #godot
#gamedev #screenshotsaturday #godot
(I don’t know what I’m doing)
#gamedev #sounddesign
(I don’t know what I’m doing)
#gamedev #sounddesign
(Combat sounds are not mine, included so bsky compression doesn’t crush the volume)
#gamedev #godot #screenshotsaturday
(Combat sounds are not mine, included so bsky compression doesn’t crush the volume)
#gamedev #godot #screenshotsaturday
#gamedev
#gamedev
#screenshotsaturday #gamedev #roguelike
#screenshotsaturday #gamedev #roguelike
#gamedev
#gamedev
- Performance issues were actually caused by Vsync so it didn’t make any visible difference
- Still got lighting time down from ~4.7ms per light to ~0.3
- Added columns & sarcophagi (as a treat)
#gamedev #screenshotsaturday
- Performance issues were actually caused by Vsync so it didn’t make any visible difference
- Still got lighting time down from ~4.7ms per light to ~0.3
- Added columns & sarcophagi (as a treat)
#gamedev #screenshotsaturday
#gamedev #screenshotsaturday
#gamedev #screenshotsaturday
Adding actors is done by typing their ID and clicking on the map — I’m wondering about some kind of visual interface, but honestly this setup feels good. (maybe just needs autocomplete based on the actor ID database?)
Adding actors is done by typing their ID and clicking on the map — I’m wondering about some kind of visual interface, but honestly this setup feels good. (maybe just needs autocomplete based on the actor ID database?)
(implemented chests, randomised loot & openable items)
#screenshotsaturday #gamedev #roguelike
(implemented chests, randomised loot & openable items)
#screenshotsaturday #gamedev #roguelike
→ it sends a signal that components can listen for
→ components respond w actions they theoretically support
→ request_verbs checks which are valid in the current context & returns a list
→ UI panel shows the list
(I am v satisfied with how this is working)
→ it sends a signal that components can listen for
→ components respond w actions they theoretically support
→ request_verbs checks which are valid in the current context & returns a list
→ UI panel shows the list
(I am v satisfied with how this is working)
#gamedev #roguelike
#gamedev #roguelike