Mostly backend. As usual, it's a pretty jank system but it works. No quest markers atm but I've been considering them. I also want to look into optional objectives. This is the first time I've seriously considered how quest systems work and it's quite interesting. I need to find more references to study haha.
it does look cute
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. 🤪
a few locations to say the least. I think there are 9 major cities, 10 small towns, and a lot of dungeons... I might cut some towns...
So this is a bug I've had for awhile, and thanks to level switching, I know it's sorta localized to scenes. But it has nothing to do with scene contents. I ended up porting the game without figuring out why it happened, I'm trying really hard to keep my code clean to avoid replicating it again lol.
It's really fast but it might be due to how empty these testing levels are and not how well I coded it lol. I sorta want to edit the shader I'm using to do a radial wipe but glsl is the enemy of mankind.
So I sorta like to develop by copying Zelda's homework. In this case, that means adding a bomb object. You can bomb jump with it, although not as crazy as the BOTW speedrun tech shenanigans lol.
I plan for the player to use this when they need MORE destructive power to proceed. I guess I should work on a breakable wall model.
You can wishlist this game on Steam! -> https://store.steampowered.com/app/3163190
A blog for a game about a rather peculiar exam. Made in Godot Engine!
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