Dungeon

Dungeon

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

Dungeon

It still needs some work but I'm getting somewhere with it. If only writing the story was this easy...

More Posts from Alkaliii and Others

1 year ago

More Pause Menu

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


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8 months ago

a clip from my second devlog... you should watch it :>


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1 year ago

Damage Popups

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...


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1 year ago

Results Screen (In engine!)

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


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1 year ago

Battle Scene

Battle Scene
Battle Scene
Battle Scene

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...


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2 years ago

Yellow Yellow, this is content that would have probably appeared on twitter in the middle of 2023...

Yellow Yellow, This Is Content That Would Have Probably Appeared On Twitter In The Middle Of 2023...

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2 years ago

April 23, 2022

took about a year and a half but now you can do not battle things and switch to battle things.


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10 months ago

I saw your devlog and I adored it! I can't wait to play your game someday ^_^

Thanks! I liked your devlog for Expiration Date, good luck with development!


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1 year ago

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.

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alkaliii - pearlessential
pearlessential

A blog for a game about a rather peculiar exam. Made in Godot Engine!

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