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blackshiftone

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A member registered Aug 12, 2022

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(2 edits)

No pong for me.

Moved, had to file taxes, and family events = less time than I thought.

LAME ASS EXCUSE OVER

The ideas I had this time around were ambitious

  • Custom camera projections in godot. ( I wanted to switch from an ortho to perspective, but do it slowly)
  • I wanted to use pure lines, shapes, animations. No nasty textures.
  • 3D of course

So for the first one, it required some engine work. As the Camaera3D only allows the standard projections. Thinking that the 3D is just like 2D I thought for sure there would be a RenderingServer static function that would let me set the projection manually.

Instead the RS (RenderingServer) just lets you specifically create 3d cameras (unlike their 2d counter parts)

And there is an enum for type / mode / projection. Great..

struct Camera {
 enum Type {
 PERSPECTIVE,
 ORTHOGONAL,
 FRUSTUM,
 CUSTOM // Added by my change
};};

This kinda annoyed me, so in order to do what I want. (basically lerp from Proj A to Proj B) I had to add in a custom projection mode.

It wasn't that hard of a change to do, you just had to do it 3 times. One for each of the graphics backends for godot.

Oh look at the time. and the date. Taxes due on the 15th oops.

https://pastebin.com/nd9BkDJN

The replay value is very high! I got a score of 173, but I bet you can go much higher by discovering different species.

Fun game! the difficulty was just right!

(1 edit)

Thank you for the feedback!

I also think some QoL improvements could be added to make the card mechanics a bit more intuitive. Perhaps after the jam voting period I can have the time to put them in!

In order for the clothing to show up in the editor @tool needs to be appended to the start of the equipment scripts

"any idea why saving and loading only works in the runtime in godot" no not yet, if I figure that part I'll let you know

I noticed I didn't have the issue when I don't have a look target set, for now I don't need it for my project, but I'll probably figure out why in the future.

it can be fixed by @export on the equipment and adding this on line 138 of CharacterCreation.gd


    apply_customization_options()
    attach_equipment()
    
    return instance
func attach_equipment() -> void:
    for eq in equipment:
        equipment[eq].attach(self)
    update_equipment_styles()