I'll have to look into it, I have access to an old Mac but I don't know if it requires extra licenses or changes to the project
aidannieve
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I agree, I wanted the demo to be a self-contained experience which is why so many of the upgrades feel quite linear, and once you get the preacher's that's all you care about, but for the full game there will be more types of creatures and resources, the map will increase in size, and I'll also make sure the preachers stay a bit further away from each other :)
Yeah that's an issue with the current upgrade structure. I wanted the demo to be a self-contained experience which is why the pit is a thing from the start, but in the final game it'll be an upgrade you unlock later on, unfortunately I cannot think of a workaround as I feel like blocking harvesting in the area is also unfair, since this is a viable strategy (although cheesy)
Thinking about adding a bit of base building to it rather than just switching between gameplay and the upgrade tree, maybe rather than clicking on nodes on the tree it's more satisfying if you buy houses to increase minions and churches for the preachers, stuff like that, but I'd love to hear what you think
That's lovely!
By stacking I mean something similar to Unpacking, where you can place a 2x3 table, and then on top of it you can stack different smaller tiles like decorations or a TV. But yes Disgaea is also a good example of this from what I can see. I'll try to implement it with the current version of this plugin but having it builtin would be extremely useful! I'll link two videos that I came accross before finding your plugin, maybe they will help if you decide to implement this in the future :)
Hey Chris! I was wondering your plans for the future with the TileMap being deprecated in favor of TileMapLayer. Will you update the plugin to use the new Node or only support current and older versions of Godot? Also, is it possible to stack objects on Isometric mode? If not, will that be added in the future?



