2D Top down RPG pixel art game inspired by games like Terraria or Forager made in Godot Engine.
2D Top down RPG pixel art game inspired by games like Terraria or Forager made in Godot Engine.
DEVLOG #25
I was ill for a few days but I am back! The playable demo is so close!
Log in to leave a comment
DEVLOG #24
A problem:
Log in to leave a comment
DEVLOG #23
Log in to leave a comment
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.
Log in to leave a comment
DEVLOG #21
I don’t have much time because of school :(
I can’t wait to implement custom attacks and animations for him!
Log in to leave a comment
DEVLOG #20
Today I just fixed a few bugs
Log in to leave a comment
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:
Log in to leave a comment
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
Log in to leave a comment
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
Log in to leave a comment
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
Log in to leave a comment
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 🔥
Log in to leave a comment
DEVLOG #10
Log in to leave a comment
DEVLOG #9 NEW YEAR EDITION
Things that have changed:
Log in to leave a comment
DEVLOG #8
Log in to leave a comment
The core fighting loop is ready!
Slimes are no longer just standing there!
They drop items!
Log in to leave a comment
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
Log in to leave a comment
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).
Log in to leave a comment
Made it look pretier🔥
Log in to leave a comment
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.
Log in to leave a comment
Created basic player movemnt, tilemap and prepared game for next steps :)
Log in to leave a comment
I’m working on my first project! This is so exciting. I can’t wait to share more updates as I build.
Log in to leave a comment