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(1 edit)

Small Update - I just finished the introduction (which includes a Tutorial).

Yes, I know... I'm kinda shooting myself in the foot with by adding a freaking tutorial to a DevJam that last only 10 days, but the gameplay is so much straight forward that it's going relatively smoothly... except that for some reason I hit myself against some insanely stupid problems along the way as I find tiny little systematic problems that seems so small and insignificant and, yet, I put hours in fixing those.

And, ironically, many of those tiny problems comes from the game engine I selected: Godot.

For example, when you start a new game in this project of mine, you get a relatively small introduction which ask for the player's name. Obviously, it doesn't have to be the actual player's name (it's simply the save profile's name and I also use that name in a few spots here and there and communicating with the player.) Well, at a first glance, you would think that it's really easy to do: add a LineEdit node (text entry field in Godot) in the 2D scene (2D menu in Godot) and read whatever the player enter in that LineEdit node...

But here's the kicker: Godot has barely ANY implemented method of restricting what the player enter in the LineEdit's field. For example, a player could enter a name like " " or "    " or "_ _ | _ _". Yeah. Those are underscores and spaces. You can restrict what's typed with a RegEx search for special characters, but what if I want to allow space between letters (never at the front or at the end of the name)? I can check the name characters as it's typed in, but what if it's copy/pasted?

And that's only one of the many tiny problems I have found myself tackling.

Ho... Also, just because I can and because I just love hitting my head against a wall... I also added... localization to my project because why the heck not? My project can be played in English and French (my native language).

As I take a break now and then on this project, I'm constantly wondering: Am I really working on a DevJam or am I not?

The good news about all those tiny problems that I'm facing and overcoming is that the solution I make will work universally with any other project made in GDScript Godot so it's not like I'm wasting my time. I have extended (written over) a dozen of nodes types (type of in-scene assets) to work better with various tiny bits of behavioral patterns I'm hitting myself against.

The one thing that I know I won't have time to do is adding full controller support. While I did instinctively implement controller support in the menus, I haven't gotten into implementing it in the actual gameplay loop and I know I won't have enough time for that within the next 3~ish days. Controller support is a pain to implement in most forms of RTS anyway (especially from scratch).

I also decided to not work on any sort of advanced beautification of the UI/Menus.

What I mean by beautification? Well, that's things that has 0 impacts on actual gameplay, but look nice. For example, it can be the transition between menu or having the menu have a really short animation as it opens and stuff like that. Right now, the menus goes "poof! open-sesame" instantly and I'm keeping it that way because setting up the menu in Godot to allow animations in the UI would be just a pain in such a rushing time.