Implemented! I like it but it does add extra button presses to something some don't enjoy while in the middle of gameplay... maybe I should save it for cutscenes?
The coolest thing this menu has is keybinding. I need to tweak it a bit so that the user has to specify that they want to apply changes rather than instantly updating the game settings
Switches and doors... ignore the chest.
So I was really happy with this. Then, I spent some time on other stuff. And when I came back, I found one of my shaders was broken... So the current version is a tiny bit different.
Don't mind me, just stress-testing to see if my NPCs can survive a morsel of the shenanigans players might pull. With some work I got it to fall through the floor but I'm unsure if my failsafe worked properly so I think I need to bully test it a bit more...
voila, house. These ones are pretty simple but now I understand what my workflow is for when I make a nutty one. The tall one needs a balcony 100%. I should make that... but then do I have to let the player onto the balcony, and if I let the player on the balcony, do I let them jump off it into some hay on a horse cart conveniently placed below the balcony? decisions decisions.
A blog for a game about a rather peculiar exam. Made in Godot Engine!
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