So my dialogue scripts used to be JSON since the initial tutorials and resources I found suggested it. For some reason, I thought writing my own Yarnspinner-like system would be better, so I did that. Now my dialogue scripts are written as plain text. The tool in the video above lets me write and see changes in the actual game UI. All in all it's incredibly jank.
Time to begin a shit ton of reposting. The title is the date of the original post. If you don't want to wait for it to appear here you can try and find my Twitter. No, I will not link it for you lazy bum. I will link discord tho
You can lift it, and you can smack it. Maybe I should put more velocity into the smack.
Pretty minor, the inventory backend was the harder more impressive part. I really need to work on animations for lifting objects lol
ngl these old mockups are cringe. What's worse is, I know they're cringe since I end up redesigning them in the future... but the redesign isn't in the game either (although I'm working on it so I can push a new build) Speaking of builds if you join the discord server you can play them (if I haven't switched anything up by the time you read this) you should join and watch me get the slowest percent speedrun world record for indie game development. I would put a link here but it's 1 am and I have like 30 more twitter posts to push over onto here.
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?
Have A Nice Day!
A blog for a game about a rather peculiar exam. Made in Godot Engine!
200 posts