Evergrint banner

Evergrint

25 devlogs
68h 57m 12s

2D Top down RPG pixel art game inspired by games like Terraria or Forager made in Godot Engine.

Loading README...

szydlowskijakub

DEVLOG #25
I was ill for a few days but I am back! The playable demo is so close!

  • Added a menu with a start button
  • After the start button is clicked, the player can choose from 2 possible difficulties
  1. EASY - everything is normal
  2. HARD - Every enemy has 1.5x more strength and HP, slimes shoot slime arrows
  • Added range for every projectile
  • Tooltips for every item in inventory
  • Refactured entity AI system
  • Fixed a few bugs
0
szydlowskijakub

DEVLOG #24

  • Added knockback to player and stun for a few milliseconds after geting hit
  • Every enemy, projectile or weapon has their own knockback value
  • Refactured more code for better clarity
  • Fixed a problem with collision on player

A problem:

  • Player can shoot arrows when dead (should be easily fixed)
0
szydlowskijakub

DEVLOG #23

  • Added a acceleration and deceleration to the player movement
  • Added invincibility frames to the player
  • The boss now has 3 states - teleporting, shooting and waiting
  • Fixed a bug where projectiles went through walls
0
szydlowskijakub

DEVLOG #22

  • Added 2 attacks for the mole:
  1. Rock Burst - He throws a few rocks at you

  2. 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.

0
szydlowskijakub

DEVLOG #21
I don’t have much time because of school :(

  • Added a first boss - MOLE!! I still don’t have a name for him
  • Problem is that he just acts like a slime, but he can’t move
  • Because of animations I had to rewrite a lot of code

I can’t wait to implement custom attacks and animations for him!

0
szydlowskijakub

DEVLOG #20
Today I just fixed a few bugs

  • The player can now mine only blocks that are in within pickaxe’s range
  • Fixed Y-Sort problem with ladder in underground
  • Fixed a bug where the player couldn’t use weapons underground
  • Blocks can no longer spawn on lava
  • Projectiles now brake after hitting a wall
  • Added mining particles for better game feel
0
szydlowskijakub

DEVLOG #19

  • I had to completely rewrite all code for world persistance
  • Underworld blocks now have collisions and can be mined with a pickaxe
  • Created sprites for walls in underground and a wooden pickaxe

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:

0
szydlowskijakub

DEVLOG #18
After a loooong time I managed to create working underground block spawning system:

  • Made a working tilemap that has the same values as the surface one
  • Instead of grass and water there are stone and lava
  • Because I don’t have a sprite for a stone, there is a tree sprite as a placeholder

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:

  • Chunking - The script is spawning only what player see
  • When the chung goes out of the sight, it gets deleted
  • After 15 blocks created the script takes a break for a frame

It’s still not perfect, but the game now runs at 150+ fps no matter what

0
szydlowskijakub

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

0
szydlowskijakub

DEVLOG #16

  • Changed sprites of inventory slots, trees and a sinkhole
  • When the player interacts with the sinkhole, they are now teleported to the underworld
  • The underworld has the same tilemap as the surface. Because of that if there is a snow biome at the surface, there will be snow biome beneath it
2

Comments

B3N118
B3N118 20 days ago

Looks cool, looks like stardew valley a little.

szydlowskijakub
szydlowskijakub 20 days ago

Thanks! I took an inspiration, but it should be more focused on combat and RPG elements.

szydlowskijakub

DEVLOG #15

  • Changed grass sprite so the world looks more alive
  • Added a sinkhole witch is an enterance to the underworld (It doesn’t teleport player now, the player is just killed when he clicks on it for testing purposes)
2

Comments

Kajmix
Kajmix 21 days ago

Hi ^^
In my opinion, you could try generating trees with slightly random sizes!
And maybe add some shadows to give the scene more depth.

szydlowskijakub
szydlowskijakub 21 days ago

Thanks for the tips Kajmix! The trees actually have some kind of randomness in size but it wasn’t noticeable enough. As for the shadows I quickly reworked the sprite to include a black semi-transparent circle under the trunk.

szydlowskijakub

DEVLOG #14

  • Arrows are now a finite resource
  • Arrows do damage when they collide with enemy
  • The player can’t shoot without arrows
  • Fixed a bug where the player respawned in the corner of the map instead in the center

I’m so happy that after a long time I managed to create a working melee and ranged combat mechanics

2

Comments

Legndary26
Legndary26 23 days ago

bro how u got the cookbook authour achiement

szydlowskijakub
szydlowskijakub 23 days ago

I got it by creating 10 devlogs

szydlowskijakub

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.

1

Comments

brianchuaxinshan
brianchuaxinshan 24 days ago

Nice

szydlowskijakub

DEVLOG #12
World:

  • Trees are now generating randomly on a grass (most of the time)
    Inventory:
  • Every item in the inventory now has their own tooltip with their name
  • When your inventory is full you cannot pick items anymore

It isn’t much in that amount of time, but I don’t have enough experience in UI so it was a pain

0
szydlowskijakub

DEVLOG #11 ALMOST WORKING INVENTORY!
After a long session of debuging my code I finally created a clickable inventory.

Things that work:

  • Open and close inventory by pressing E on keyboard
  • Change item position in the inventory by clicking on the item and empty slot
  • Swap item position by clicking on the item and item you want to swap it with

Things that don’t work:

  • Player cannot items with full inventory (items just disapear)
  • Drop items from inventory
  • Tooltip for each item
  • Animations

I’m so glad that it is working now 🔥

0
szydlowskijakub

DEVLOG #10

  • Created a working death screen
  • Implemented min and max amounts for every drop
  • Added iron sword (bigger damage, faster), hammer (bigger range, slower)
  • Changed tree sprite
  • Did a stress test - slimes drop 500 items without major lag
0
szydlowskijakub

DEVLOG #9 NEW YEAR EDITION

Things that have changed:

  • Player data is now in a database: Every player stat is now in one JSON file
  • The health bar is officially a thing!: The player script sends a signal to UI when their HP changes
  • Better weapon swing: Top-to-bottom swing every time, no matter the side
Attachment
Attachment
Attachment
0
szydlowskijakub

DEVLOG #8

  • Slimes now spawn randomly around the player
  • They also have Idle and Aggressive (AI)
  • Added beautiful breakable tree and an axe
  • Reworked the weapon animation to allow for 360° aiming
Attachment
Attachment
Attachment
0
szydlowskijakub

The core fighting loop is ready!
Slimes are no longer just standing there!
They drop items!

0
szydlowskijakub

I locked in and created this:

  • working sword animation
  • slimes that you can kill (so they can you)
  • cool effect

The biggest thing is that i can create or balance any item in a few seconds because of my database made in CastleDB

Attachment
Attachment
0
szydlowskijakub

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).

0
szydlowskijakub

Made it look pretier🔥

Attachment
0
szydlowskijakub

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.

0
szydlowskijakub

Created basic player movemnt, tilemap and prepared game for next steps :)

Attachment
0
szydlowskijakub

I’m working on my first project! This is so exciting. I can’t wait to share more updates as I build.

Attachment
0