Maybe i'll do like a Demon's Crest port with online co-op or something. The old GBA version of Splinter Cell is another enticing one. Perhaps Duke Nukem II?
Ah, so many good games~
I started a Bubble Bobble port in Godot back in November.
Supposed to be a 3-month project, but I ended up building its internal workings way beyond the original game.
At this point it's basically turning into Blasphemous-style systems used for Bubble Bobble gameplay.
The goal is to end up with a reusable foundation for future projects. No idea what i'll do after, but i want it to enrich and enhance the same framework to support whatever it needs.
@_Cheeo_ This is imo your best work yet. It's so immersive. I think the rough pen suits the cyberpunk mood in this case, it makes it a bit more grittey and grimey!
Study based on that "cozy room" image that turned out to be AI. Practiced perspective grids and reconstruction from memory.
Man first thing i'll do now, is level up my lines. I put 'em down, satisfied.. i look again and they they look so different lmao #lineart#artstudy#sketch
The other bubbles will probably need this treatment as well. Each one of them has a sort of projectile state they go through, before of after switching to a floating state. I think that would make them behave more accurate to the original.
I love learning about shit like this
Finally got this thing working right.
Solution was to switch from the physics based RigidBody (perfect for a floating bubble), to a non-physics CharacterBody2D after pop, for deterministic movement along platforms.
#godot#gamedev#indiedev
Then i thought of how in Half Life 2, when enemies die, they get replaced by a Ragdoll (phyics) version of themselves. So i figured, why not do the opposite here? Worked out pretty well. Added a locomotion state for the player so they can "ride" projectiles and there you go.
Working on the Water bubble. Wish i had known that RigidBody2D by default doesn't report collisions, unless you turn it on. It's like, wym you're not colliding, you're literally running into a wall #godot#gamedev#indiedev
Been working on a Bubble Bobble port in Godot. Got a bunch of stuff done so far: 10 levels, 4 enemy types, Jumpable bubbles, the Thunder bubble, enemy enraged state...
Lots of jank still to fix and finetune, and a lot to learn, but we're getting there. #godot#gamedev#indiedev
I'm 170 goddamn hours into it, pretty burned out, and i'm still debating if i want to go for a third playthrough, see one more ending.
I just really like being in its world, it's inspiring.