While the ecg minigame thing is cool, it is literally a placeholder I think. IF SOMEONE would program an inventory I would let you use an item for free in between waves instead of trying to catch a heartbeat.
It's a small thing, but I added this system so that other game objects can pull the attention of NPCs nearby so that it seems like they are reacting to what the player or environment does. I really need to look into drawing more sprites, all my game characters have so little in terms of expression. It's a bit sad...
New Frame Plus (on Youtube) has a series called The Animation of Final Fantasy. It is a really good look at the importance of animation and its impact on storytelling. I plan to use whatever I can from the series to guide how I animate and express my game visually. I don't know if on my own I'll even scratch the multitude of means by which Square Enix did the impossible, but I like to dream.
So following party members are a bit tricker in 3D. The main issue I need to solve is how they handle being obstructed by something they can scale. I sorta want to put jumping into their state machine but I'm lazy so for now they teleport. I had a slight issue where when they teleported somewhere they could crush the player controller into the ground... it might still be an issue I need to test it more haha.
If you were curious about how their path-finding works it's something like this:
A. Determine the vector between the current position and the player position ignoring the y-axis. B. Add vector to velocity to move in the player's direction. C. If one of 6 ray casts reports collision and velocity is close to zero pick another direction to walk in for a while before resuming from step A.
I could use the built-in navigation stuff Godot has but it needs to be baked and I sorta want to avoid that with how much I like to tweak the environment sometimes. Idk it works well enough for now but there is totally room for improvement haha.
I'm developing a game called Vividerie.
Here's a tiny video about it :3
It was around the 1 year anniversary since development started when I originally posted this and it totally slipped my mind. Hopefully I do something for the 2 year anniversary, but i'm busy and it's technically now (Feburary) Welp, I always have next year
All I really did was move it to the left of the screen compared to the one the older version of the game had. I like though since you could technically get back to what you were doing on the overworld while the game celebrates your victory (or uh discusses your loss) of to the side.
OptOut encounters. I need to add more sound effects, an alarm sound for when one of these pops would be fitting.
got one of the UI elements working in engine, Kinda sleek but miss the drop shadows...
Distant Castle
Csprites, aka Combat Sprites are the counterpart to isosprites. They show up in the battle scene. I don't really like the look of them and I dread coding for some reason. So lets redraw them. new base
Test sketch
alice head
yea she frowns underneath the mask
looks okay I guess, but still feels off, might redraw again later... (I did redraw them again later, I know since this work was done months ago)
trapped chests, I want to also have a teleport chest but I need to add additional zones to implement and test that, which requires me to save the state of the scene or area streaming. Yea... I have a lot of work to do.
A blog for a game about a rather peculiar exam. Made in Godot Engine!
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