Evergrint is a 2D RPG game made in Godot Engine inspired by games like Terraria, Forager and Minecraft. Explore the world, fight enemies, gather better items and summon a boss underground!
Gemini for bug fixing and help with some of the code.
Evergrint is a 2D RPG game made in Godot Engine inspired by games like Terraria, Forager and Minecraft. Explore the world, fight enemies, gather better items and summon a boss underground!
Gemini for bug fixing and help with some of the code.
DEVLOG #48
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I added a lot of new features! The biggest ones are biomes - there are currently 3: Forest, Desert and Ice biome. The next really big thing is equipment - This was the hardest thing to implement because i had to rewrite inventory logic.
Thank you for voting!
DEVLOG #46
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DEVLOG #45 BIOMES
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DEVLOG #44
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DEVLOG #43
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DEVLOG #42
I broke a lot of stuff so i have to fix it
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This is my second ship! The biggest things that I created are:
Menu
The most challanging thing was to succesfully load the data from the json file, but I love the technical side of the development so it was enjoyable!
DEVLOG #41 SECOND SHIP IS COMING!
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DEVLOG #40
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DEVLOG #39
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DEVLOG #38
There are still a few labels that has to be changed, but it’s too late to do that
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DEVLOG #37
FIxed lag when picking up items and managing inventory - this happened because it was deleting everything and recreating it back with a change - now it only updates the icon or amount
Added a dash mechanic
Added layered state machine to the player script, allowing player to attack and dash at the same time
Player MoveStates: IDLE, MOVE, and DASH
Player ActionStates: NONE, ATTACK, STUNNED and DEAD
There is a bug where the tooltip sometimes doesn’t hide, I don’t know why
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DEVLOG #36 BUGS AND BUGS AND BUGS
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DEVLOG #35
It’s not perfect, but It’s getting better every day :)
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DEVLOG #34
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DEVLOG #33
This is my first devlog after ship and I want to thank you so much for your generous votes ♥️. It really gave me the motivation to keep going!
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DEVLOG #32
That was reallyy hard because i have never released downloadable game before. I ran into a lot of bugs and export issues, but it should work now.
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I finally managed to release my game demo on itch.io! This is my first bigger project and I’m really happy it isn’t completely broken :). I’d love if you could play it and share any feedback!
DEVLOG #31
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DEVLOG #30
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DEVLOG #29
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DEVLOG #28
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DEVLOG #27 ANOTHER OPTIMISING
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DEVLOG #26 OPTIMISING
Demo is really close so I wanted to make sure that it is playable
BEFORE:
World size 200x200 - load time: 3-10 seconds
World size 1000x1000 - load time: 30-60 seconds
NOW:
World size 1000x1000 - load time maybe 1 second
It needs some kind of load screen to hide the spawning of tiles -_-
A few things are broken becouse of it but thats ok for now
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DEVLOG #25
I was ill for a few days but I am back! The playable demo is so close!
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DEVLOG #24
A problem:
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DEVLOG #23
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DEVLOG #22
Rock Burst - He throws a few rocks at you
Burrow Attack - The mole spawns on the position of the player but with a second delay
The biggest problem was to rewrite all the code for the animations to work
It should be quite easy to add another boss if I wanted :)
It finally feels like a real boss fight, it has it’s own rythm and dynamic.
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DEVLOG #21
I don’t have much time because of school :(
I can’t wait to implement custom attacks and animations for him!
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DEVLOG #20
Today I just fixed a few bugs
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DEVLOG #19
I don’t even have the energy to write all the things that have to be done for it to work
The project has 1600 lines of code
I’m so glad to present you working underground:
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DEVLOG #18
After a loooong time I managed to create working underground block spawning system:
At first, it was very laggy and kept crashing my game. I wanted to spawn 31 000 objects at once.
To keep away my pc from exploding I added:
It’s still not perfect, but the game now runs at 150+ fps no matter what
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DEVLOG #17
Unfortunately I didn’t have much time today, but I forgot to devlog things that i changed yesterday so here it is:
Added a ladder to the underground so the player can get back up. The problem is that it tooks a few seconds to load everything. I have to make an animation in the future to hide it
Set boundaries to the camera and the player so they cannot just run away
Save every change in the world to the dictionary. The world now tracks every move you make. That means that if you cut down a tree, the change will be saved to the dictionary and after a scene change it will not be generated again
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DEVLOG #16
DEVLOG #15
DEVLOG #14
I’m so happy that after a long time I managed to create a working melee and ranged combat mechanics
DEVLOG #13
Y-Sort: Sprites are finally sorted right and player can walk behind trees!
Knockback: Added a knockback value to every weapon
Spawnpoint of the player: He spawns always in the middle of the map
Created range weapons and projectiles: Currently there is just 1 bow and 1 arrow that doesn’t even do damage , but that’s about to change!
There is still a lot of bugs in the code but I didn’t have time to repair it.
DEVLOG #12
World:
It isn’t much in that amount of time, but I don’t have enough experience in UI so it was a pain
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DEVLOG #11 ALMOST WORKING INVENTORY!
After a long session of debuging my code I finally created a clickable inventory.
Things that work:
Things that don’t work:
I’m so glad that it is working now 🔥
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DEVLOG #10
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DEVLOG #9 NEW YEAR EDITION
Things that have changed:
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DEVLOG #8
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The core fighting loop is ready!
Slimes are no longer just standing there!
They drop items!
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I locked in and created this:
The biggest thing is that i can create or balance any item in a few seconds because of my database made in CastleDB
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I have completely restructured the item database. Now I don’t have to hardcode every item by myself.
Also you can see what you are holding right now (maybe remove later).
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Made it look pretier🔥
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Today I added an inventory system, hotbar and procedural terrain generation.
It’s not perfect, especially the design, but I think it’s going well.
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Created basic player movemnt, tilemap and prepared game for next steps :)
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I’m working on my first project! This is so exciting. I can’t wait to share more updates as I build.
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