https://linktr.ee/dyl_byl
DAMMIT SOUR
DAMMIT SOUR
My route maps still had a gray background and felt too similar to Slay the Spire. So I fixed them! Turned em horizontal, added some tiles from @rhosgfx.bsky.social, made the lines much funner, and added a cute little pin animation.
My route maps still had a gray background and felt too similar to Slay the Spire. So I fixed them! Turned em horizontal, added some tiles from @rhosgfx.bsky.social, made the lines much funner, and added a cute little pin animation.
My UI was bringing me down, so I decided to fix that! I spent this month cleaning up my party/stat screen to be a little cleaner. Also, stat points are much more automated. No more manually assigning or grinding!
My UI was bringing me down, so I decided to fix that! I spent this month cleaning up my party/stat screen to be a little cleaner. Also, stat points are much more automated. No more manually assigning or grinding!
Still some low motivation. I added a main menu, plus some fun transition animations between scenes. I also revealed my starter critters to the public!
Still some low motivation. I added a main menu, plus some fun transition animations between scenes. I also revealed my starter critters to the public!
I started to feel pretty burnt out! Progress slowed. Instead of taking a proper break, I beat myself up for weeks. 1/10, would not recommend.
I did eventually make a “route” view between gyms, which felt a lot like Slay the Spire.
I started to feel pretty burnt out! Progress slowed. Instead of taking a proper break, I beat myself up for weeks. 1/10, would not recommend.
I did eventually make a “route” view between gyms, which felt a lot like Slay the Spire.
I added usable and held items. Held items work on a sort of “trigger” system. They react to various actions and conditions in battle, then have a response. Like “when you take damage, raise your defense.” I also added a way to scale enemy levels with badge count.
I added usable and held items. Held items work on a sort of “trigger” system. They react to various actions and conditions in battle, then have a response. Like “when you take damage, raise your defense.” I also added a way to scale enemy levels with badge count.
I needed a way to re-arrange parties, plus a way to move them back and forth from storage. This meant my party screen already needed reworked. I spent a lot of time going through prototypes to let you drag critters around. I also continued to tweak styles everywhere.
I needed a way to re-arrange parties, plus a way to move them back and forth from storage. This meant my party screen already needed reworked. I spent a lot of time going through prototypes to let you drag critters around. I also continued to tweak styles everywhere.
Mostly involved trainers! I setup the general concept, added full parties, a way to view them, and a way to swap critters mid-fight. Then I added EXP mechanics and a “catch” system. I also styled the combat scene.
Mostly involved trainers! I setup the general concept, added full parties, a way to view them, and a way to swap critters mid-fight. Then I added EXP mechanics and a “catch” system. I also styled the combat scene.
Started on UI beyond just combat. I had a basic “choose your starter” screen with a scene switcher. I added a text box for battles that displayed every attack that happened, whether it was super effective, etc. I moved my battle logic to a full action queue and set up some map generation.
Started on UI beyond just combat. I had a basic “choose your starter” screen with a scene switcher. I added a text box for battles that displayed every attack that happened, whether it was super effective, etc. I moved my battle logic to a full action queue and set up some map generation.
Wrote my initial design doc and started the repo! I got a VERY rough combat prototype running. This included damage calculations, a very static turn order, damage and attack types, critters, stats, and more!
Wrote my initial design doc and started the repo! I got a VERY rough combat prototype running. This included damage calculations, a very static turn order, damage and attack types, critters, stats, and more!
#GodotEngine #gamedev #indiedev
#GodotEngine #gamedev #indiedev