Math is really important in game development. I'm trying to organize my battle scene similarly to how it's done in a PSP game known as Grand Knights History. My version is a bit rough, to say the least... Is it just me or does it feel like the UI on the bottom is sticky?
I love this mini drop-down thing... All it needs is a scroll bar for when I really get crazy with it.
I kinda of want to tweak it a little, don't mind the placeholder icons lol. As for what I've been doing up until now. I was working on this back in March and uh since then I've been tweaking the game here and there. As for the lack of posts... I just got lazy I guess.
OptOut encounters. I need to add more sound effects, an alarm sound for when one of these pops would be fitting.
Probably my favourite mockup to date. This is where the player will configure their party members. A battler can equip 1 weapon, 1 armor set, 1-2 artifacts depending on class and 4 techniques. This amounts to 8 possible things to customize around the endgame. On top of the equipment possibilities, the player can also augment 4 attributes (SPD, STR, DEF, MAG) on each of their characters using attribute points scattered across the world.
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.
This was like the last thing I added before terrain bugged me out so much that I decided rewriting the entire codebase and switching to 3D would be more enjoyable than trying to get it to work
Super important feature since I can't put the whole game in one scene without gigabrain code turning things off and on as needed. It also lets me teleport the player within a scene which is nice
Distant Castle
A blog for a game about a rather peculiar exam. Made in Godot Engine!
200 posts