UI revamp. Yes, I revamped the look without implementing any of them, no I will not explain myself. We're getting kinda close to the future... I'm gonna run out of content to post daily lol.
got one of the UI elements working in engine, Kinda sleek but miss the drop shadows...
Hello, this is Ali from the future just checking in to show off these amazing new isosprites. Now you can see Jordan and Phoebe on the overworld. Way better than Alice and her two doppelgangers. The hardest to make had to have been Phoebe tho. Her hat is nuts.
was this necessary to add right now, no was this easy to add and another means of attaining validation and visible progress... yes
Compared to the 2D ones getting this 3D one up to snuff was a bit of work. I still need to retexture the inside of the top half and add some glow effects maybe. I'm slowly getting a hang of blender and 3D workflows but I don't think I'm ready to do a house just yet... Maybe I should make some variants... I kinda want to make a minecrafty one that's super cuby.
As for why I decided to model a chest instead of billboarding one like the trees... So you can stand on it! I have some level design ideas in mind where a chest or some other small object is required to reach locations but for now, it's still just an idea.
Centauri Dark is a stylish FPS bullet hell I've been working on by myself for months now - please take some time to pick it up, share it with your friends or drop it a wishlist if it looks fun to you! 😊
👇 Steam: https://store.steampowered.com/app/2669580/Centauri_Dark/
Itchio: https://devonwiersma.itch.io/centauri-dark 👆
More models I ended up scrapping. 3D modelling is very tuff.
I decided to instantiate and drop ~99 RigidBodies to see what would happen. The game had zero problems until I tried to interact with one of the boxes and my interaction system got fussy. Now that I think about it, I need to repeat this very important experiment with my bomb object...
This is a tutorial for Godot 3 I used to make part of my dialogue manager. It gives me animal crossing like SFX and the ability to have short pauses.
This is another tutorial for Godot 3 that comprises the other bit of my system. I cobbled together a few more features using my poor understanding of the documentation. I believe the author of this video has a more advanced JSON dialogue setup that might fit what you're looking for.
My system boils down to a state machine where each line in a dialogue is a unique state. The JSON file signifies all the states in a scene and alongside what should be said I can define other things I want to happen when a line is played, The most I've done with this is change an emote image or display additional text but I plan to base my cutscenes around it too. But instead of changing an image I might call for the camera to move, the game to fade to black, or for an NPC or Some other game object to play an animation. It's a bit messy right now but I've come to realize a lot of game programming is just a state machine in different contexts.
I wouldn't be scared of making a brute-force attempt either. Iterating is part of the creative process and even if it ends in failure you'll learn something new even if that's how not to do something.
Anyone know any good tutorials on creating dialogue/cutscene systems for RPGs? Preferably Godot but if there’s other ones with easily applicable universal principles that would work too. This is something that I feel like has lots of different approaches and I wouldn’t want to just brute force a really cluttered system for it.
A blog for a game about a rather peculiar exam. Made in Godot Engine!
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