Trying out level generation and basically tweaking everything so that it plays good. Game feel and polish later, I want to focus on core gameplay first.
#gamedev#indiedev#godotengine
Testing new enemy type - it's going to be a blob that "sticks" to the player) Funny thing is, if I just inverse the forces I get sort of a "cacoon" effect, i.e. the player gets sucked into the blob - another enemy idea)
#gamedev#indiedev#godotengine
I've added one more enemy type and changed controls from keyboard to mouse-only. Damn, the game feels SO much better now! I'm starting to have fun with this :)
#gamedev#indiedev#godotengine
Trying different progression ideas. I have killzone moving from behind and "membranes" ahead that need to be destroyed in order to move forward, that way player won't be able to "cheese" the game, i.e. he'll need to deal with enemies
#gamedev#indiedev
The Mission was basically a platformer, a dead genre,really hard to make an engaging gameplay. I want to make a fast-paced roguelike here with meta, core gameplay is actually pretty fun even in this shitty prototype. Need time to assemble all the pieces, will see if it's worth it
I'm thinking about scrapping "The Mission" and make a different game, where you're a leech trying getting out of some organism. Still using @godotengine and will use same aesthetics later. Just prototyping for now
#gamedev#indiedev
Check this out: [196709.254948] Out of memory: Killed process 335649 (clangd.main) total-vm:67810328kB, anon-rss:55594644kB, file-rss:368kB, shmem-rss:0kB, UID:1000 pgtables:116376kB oom_score_adj:100
Apparently 55 gigs of RAM isn't enough for #clangd ...
I gave game's screenshot to chatgpt images and asked it to add more atmosphere, here's the result. That's exactly the direction I want to move for final art)
I kinda want to add "more juice" to the visuals, but I'll probably gonna stop myself and focus on gameplay first, i.e. bring spiderweb / enemies first + I have a couple more new gameplay ideas I want to try
Another weekend, another "The Mission -> @godotengine" porting session. Did the rest of the grass, parallax and some particle effects.
#gamedev#indiedev
@TheDaddyCage@godotengine Much better tools. In my own engine I used third-party tools separately: R.U.B.E for physics, Spine for animations, GDX for particles, etc. and glued things together inside the engine. It's really hard to iterate this way. In godot it's all integrated - I have a lot more control
"The Mission" -> @godotengine porting continues. Ported my tentacle system this weekend and made some physically interactive grass with it.
#gamedev#indiedev
WTF is wrong with #qtcreator, for some fucking reason I don't see <Headers> in my project view anymore no matter what I do... I didn't update or change anything, it's just a usual CMake project on Ubuntu 24.04 with stock QtCreator...
And another "The Mission" porting to @godotengine weekend :) Started porting "visual" stuff like the ground, grass, etc. Haven't done much actually, just some very basic stuff using godot's stock Polygon2D and Line2D
#gamedev#indiedev
Finally got Spine working in @godotengine the way I want it! Bone -> Node follow works smoothly with physics and IK. "The Mission" porting continues :)
#gamedev#indiedev
So I just made a post about (somecompany) making shitty tools and the post just got swallowed, it didn't appear... So much for the freedom of speech... And playstore does similar stuff. So what, let them make shitty products and sell them for money and I just have to keep quiet ?