I present to you my first block out for a dungeon level. Yea, it isn't great lol. But with these pieces in mind, I was able to make a proper sketch
It still needs some work but I'm getting somewhere with it. If only writing the story was this easy...
I don't utilize Godot's built-in stuff for UIs very well which results in silly issues like this. Will I take time to figure it out properly? Maybe. Will I continue to use hacky, janky, fixes. Certainly
The whole point is to provide context on what important modifiers might have applied to the damage. I've overhauled the battle system a bit since so they don't look like this anymore but yea progress...
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
Since I had to rewrite everything while porting to Godot 4, I decided to make some tweaks to the battle scene. The UI changed a bit but float text is mostly the same...
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.
A blog for a game about a rather peculiar exam. Made in Godot Engine!
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