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Isometric - Blog Posts

1 year ago

Xray Shader

Now it's really hard to get lost behind something. Not sure about the colour... Maybe I should use one from the 4 tone pallet...


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1 year ago

Stun

I need to implement health in the overworld to complete this feature. I am also considering a hurt sprite but I'm lazy...


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1 year ago

Box

You can lift it, and you can smack it. Maybe I should put more velocity into the smack.


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1 year ago

Battle Transition

So I was really happy with this. Then, I spent some time on other stuff. And when I came back, I found one of my shaders was broken... So the current version is a tiny bit different.

Battle Transition

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1 year ago

Dialogue Box

Holy shi* the frames on this recording. Anyway, here is my dialogue box! it reads a JSON file with all the lines a dialogue has and plays them with a silly sound that I might change... It has support for some cool stuff although it's not implemented yet since I'm really lazy and suck at writing.

Don't mind the other things in the background... However, if you can't control your curiosity, listen closely. I heard there is a hidden archive on a particular discord server full of other development snippets, including snippets that haven't been posted here!? If anyone asks you didn't hear it from me (plz join, k thx bye)


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1 year ago

Liftable Objects

Liftable Objects
Liftable Objects
Liftable Objects
Liftable Objects

Super quick and basic implementation that just tells the object to follow the player's position with a bit of an offset. I use a ray cast to check if there are colliders where the drop area is and change the drop location to behind the player if that is the case... It uh sometimes crushes you or your party members but that's no biggie, right? It also sometimes gets glitched into things but that's an edge case that won't be abused at all.

You know... looking at it now, it might be a little buggy... But it's fun and brings a bit more interactivity to the overworld/field so I'm happy it's implemented haha.


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1 year ago

Wonky Battle Scene Camera

Wonky Battle Scene Camera

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?


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1 year ago

Water Shader

Shaders are literal witchcraft, although getting this one to work was a bit of a hassle since a lot don't play well with an orthographic camera. Don't mind the jesus tech, It get's patched out later.


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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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1 year ago

New Chests!

New Chests!
New Chests!
New Chests!
New Chests!

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.


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1 year ago

More Terrain Stuff

More Terrain Stuff
More Terrain Stuff
More Terrain Stuff
More Terrain Stuff

More models I ended up scrapping. 3D modelling is very tuff.


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1 year ago

Terrain Stuff

Terrain Stuff
Terrain Stuff
Terrain Stuff
Terrain Stuff
Terrain Stuff
Terrain Stuff
Terrain Stuff

I had to model this... with a blender! ridiculous.


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1 year ago

Level Transition

Level Transition

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.


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1 year ago

Party Follow

Party Follow
Party Follow
Party Follow

So following party members are a bit tricker in 3D. The main issue I need to solve is how they handle being obstructed by something they can scale. I sorta want to put jumping into their state machine but I'm lazy so for now they teleport. I had a slight issue where when they teleported somewhere they could crush the player controller into the ground... it might still be an issue I need to test it more haha.

If you were curious about how their path-finding works it's something like this:

A. Determine the vector between the current position and the player position ignoring the y-axis. B. Add vector to velocity to move in the player's direction. C. If one of 6 ray casts reports collision and velocity is close to zero pick another direction to walk in for a while before resuming from step A.

I could use the built-in navigation stuff Godot has but it needs to be baked and I sorta want to avoid that with how much I like to tweak the environment sometimes. Idk it works well enough for now but there is totally room for improvement haha.


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1 year ago

Psuedo2D

Psuedo2D
Psuedo2D

A dump of some things. I briefly mentioned how I had rewrote the game in Godot 4. During the transition I decided to give up on pure 2D and just make a 3D game that looks 2D... so in my own words, pearlessential is now a Psuedo2D game. Here are some captures from early in the transition.


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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

Terrain

So walking around a flat world is fine, but my game is isometric so having terrain feels like a must. too bad it's a pain in the ass to implement. I spent months on this and in the end, it wasn't good enough. It wouldn't play well with other props like trees well, The player could glitch it out and clip through it, render order and collision was abhorrent and it couldn't stack on top of itself. I'll be honest the whole reason for why I switched to 3D in the Godot 4 version of the game is because a fake z axis in 2D isn't very fun to implement.

Some of the collision shapes I had to setup

Terrain
Terrain
Terrain

I drew them out so I could turn them into tiles for the tileset

Terrain
Terrain
Terrain
Terrain

Anyway, word of advice to anyone who wants to make an isometric game, make a 3D game that looks 2D not the other way around.


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1 year ago

Level Switching

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


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1 year ago

Level Switching Bug

I figured it out eventually but this was too funny not to share


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1 year ago

Puzzle Mechanic Visuals

Cool looking switch

Puzzle Mechanic Visuals

The buttons suck tho

Puzzle Mechanic Visuals

Also, I have to make these in 3D now... damn


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1 year ago

Tower

Tower
Tower
Tower
Tower

Doing the bricks on the bottom was heck. I guess this is a good time to tell you this specific one won't be in the game... not because it's bad or anything but because while porting to Godot 4 I switched to 3D. So now I have to model the bricks on the bottom... heck. At least you'll be able to jump from rooftops to rooftops... hopefully


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1 year ago

Dialogue Choice

This was super cool to implement, but now I'm having trouble designing dialogue trees and other narrative stuff. Writing is hard


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1 year ago

Glitchy Bushes

Glitchy Bushes
Glitchy Bushes

Also some of the print statements my inventory calls since the UI was still not implemented yet.


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1 year ago

Inventory Update Notices

Pretty minor, the inventory backend was the harder more impressive part. I really need to work on animations for lifting objects lol


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1 year ago

Pause Menu

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.


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1 year ago

Lifting

less buggy than push... sorta


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1 year ago

Mockup

Mockup

I really like this but I have plans for a tiny overhaul as I'm writing this. Turns out soft shadows are better rendered by engine...


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1 year ago

Environmental Asset

Environmental Asset
Environmental Asset

it looks off to me for some reason. I kinda just made it because I was bored, maybe ill turn it into a puzzle element...


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1 year ago

Push...

I think this is an excellent example of why I dread implementing things.


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