Pretty minor, the inventory backend was the harder more impressive part. I really need to work on animations for lifting objects lol
Doing the bricks on the bottom was heck. I guess this is a good time to tell you this specific one won't be in the game... not because it's bad or anything but because while porting to Godot 4 I switched to 3D. So now I have to model the bricks on the bottom... heck. At least you'll be able to jump from rooftops to rooftops... hopefully
That I will probably redesign since I want to redesign the pause menu...
ended up scraping these and changing the system...
Sometimes when someone suggests a feature for my game my internal reaction is "dear god just leave me alone my game is fine and doesn't need to change", because to be honest I am actually an incredibly lazy developer masquerading as a productive one. 🤪
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.
A blog for a game about a rather peculiar exam. Made in Godot Engine!
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