Slowly putting it together... It's just undergoing a few hiccups, totally not bugs arising from my janky programming skills
was this necessary to add right now, no was this easy to add and another means of attaining validation and visible progress... yes
Punting everything over from twitter is a bit tedious. At least reposting everything slowly gives me time to make things I should've made while wasting time... I guess?
Oh yea I guess take a look at this super old UI, it looks different now... in the future. Well if I ever get to implementing it instead of tweaking it left and right
i feel like Mario as a metroidvania is a concept that hasn't been explored as much as it should
i feel like it's rich with potential for that
I don't think you could implement anything like the standard upgrade treadmill without doing violence to Mario's basic idiom. When I picture a Mario game with a large interconnected world, I see something less like a metroidvania and more like the sub-game "The Great Cave Offensive" from Kirby Super Star; i.e., there'd be no permanent upgrades, but a wide range of temporary, mutually exclusive powerups, most of which can only be obtained in particular regions of the map, with the open-world traversal being purely a challenge of routing – identifying an obstacle at point A as requiring a powerup which can only be obtained at point B, and figuring out how to travel between those two points using the capabilities that powerup provides.
reposting everything kinda sucks, but like I haven't been making a lot of new content while I've been focusing on the story so hopefully, this will hold over? maybe. I should work on my game more.
So walking around a flat world is fine, but my game is isometric so having terrain feels like a must. too bad it's a pain in the ass to implement. I spent months on this and in the end, it wasn't good enough. It wouldn't play well with other props like trees well, The player could glitch it out and clip through it, render order and collision was abhorrent and it couldn't stack on top of itself. I'll be honest the whole reason for why I switched to 3D in the Godot 4 version of the game is because a fake z axis in 2D isn't very fun to implement.
Some of the collision shapes I had to setup
I drew them out so I could turn them into tiles for the tileset
Anyway, word of advice to anyone who wants to make an isometric game, make a 3D game that looks 2D not the other way around.
I am NOT stoked to create building textures, but I am stoked to see a textured building... so I guess I have to make textures one of these days.
Needs some VFX, but at least how I built my system lets me turn any rigid body into something you can push around like this. Just need to set up another system to encourage you to move stuff around...
That I will probably redesign since I want to redesign the pause menu...
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.
A blog for a game about a rather peculiar exam. Made in Godot Engine!
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