Dead crawlers used to bounce off the wall like a box and land on their backs. Now every leg is its own little chain, so they just hang there. What do you think?
none of the 9 rig templates fit my enemy :D
scythes + extra legs + a tail
so I forked Mesh2Motion -> my own bones, rigid pieces for robot parts, click a joint and turn it
then send to game -> it hunts in godot
if anyone wants this upstream lmk, I'll clean it up for a PR
#gamedev
@001studios No, it is much more like FTL. You have knowledge how you could do something better, if you win the run, then you have access to more complex vehicles. However, I am developing it, so there is space for changes ;D
I was stuck on what the currency should be in my post-apo game. Then I had a crazy idea: the enemies bodies are the currency. too gross or does it work? ;D
@dima_gamedev neither lol. It parks for the night so the grid isn't moving, thank god :D no rim light, just warm lamps on the deck against a cold blue night and almost nothing else gets color, 2 screens: 1 -off lights, 2- on
@001studios so the bosses are basically a deadline for your factory, nice idea. Mine's the opposite, one bad night and the whole run is gone (I am also building game!)
@dima_gamedev yeah the zoomed out part is what gets me too. My base is a vehicle with a tiny crew on it, keeping that readable at night is a constant fight :D
@dima_gamedev right ofc, the softer colors and shadows give the terrain way more depth. Also on godot here, what pushed you to switch from voxel to isometric? (i am developing my game too)
@BarqawiTechno Thanks! You can't drive through it. You pick your next stop on the map, and when you get there, the night comes to you. Hold out till morning, patch up what's left, roll on. Would you want to keep driving if you could?
I’m putting together a small group to playtest indie games. I’m happy to try your games and give honest feedback too. If you’d like to test Scraplight, let me know.