This is a Roguelite, Turn based game where you grow plants imbued with the 7 holy virtues, to descend into Dante’s Inferno to quell the layers of hell.
This is a Roguelite, Turn based game where you grow plants imbued with the 7 holy virtues, to descend into Dante’s Inferno to quell the layers of hell.
I did a whole lot in this devlog (6 hours ;-;) anyways. I fully finished the summary screen for the minigame, added some nice effects like camera changing and colour changing, and added every rank [F, C, B, A, P], It will apply a modifier to your plant dependant on how well you did ranging from 75% (bad) to 150% (good), and i also made it so when you finish the minigame, you can proceed to bloom your flower which will initiate the growing process. Along with the almost fully completion of the minigame, you can click on a growing / grown flower to enter a summary screen of the flower, so things like what virtues, modifiers, moves it has etc. It is very bare bones right now as i havent made much. As always, have a great day :D
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Sorry for the lack of devlogs, i was migrating to Linux :D. Anyways, I worked a lot more on the minigame, I added some nice popup text for when you click the buttons, and I also made it so that when the minigame ends you get a grade (it dosent do anything but I just think its cool), next im going to make it so the “modifier” to your plants and the activation of plant growing actually starts.
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In this update I finally finished all of the tutorial dialogue (for now) and made all the apropriate actors to trigger them, but more importantly. I started working on the garden rework, as you (hopefully) know the current system is very plain and basic, you just wanter the plant occasionally but the new system has a much more interactive experience with minigames, i started making the framework for the minigames and even got some really good progress on one of the minigames, the “fertilising” minigame which is kinda like an OSU thing where you have to time your clicks correctly. Anyways have a great day :D
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In this update I paved the way for dialogue interactions, I made a very modular system for adding dialogue actors and for typing them out on command, I even added some foundations that will allow to have multi-lingual dialogue in the future! With the dialogue, comes of course the first NPC. So I added: Virgil (based on Virgil from Dante’s Inferno), he will be the guide in the
game, I even drew him an (arguably) sick sprite. I also added a bunch of the intro text, Im not finished implementing it but it looks good right now. Have a great day :D
Hi! In this devlog I made support for TWO (or more) enemies! so instead of being bullied by one mangled mess of muscles, you can now be bullied by INFINITE mangled mess of muscles(es), and if you kill one of them they all move along in a cool zig zag pattern which I think is really cool :), I also bug fixed a bunch of conflicts and positioning stuff, also I fixed some assets leaking into other scenes and not resetting correctly (in specific those gosh darn hitboxes). Anyways have a great day :D
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In this devlog I did a lot of backend changes, in specific, making things clear correctly and properly when different scenes are loaded. I also refactored some wierd data storage things to be more modular. But most importantly: In its current form the battle system is pretty much done (more polish and features are to be added) but it does work fine and I also added healthbars that correctly display the flower or enemy’s health, the bars also tween off or on the screen dependant if theyre going to be acted upon which i think is cool, anyways have a great day :D
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Hi! Yet again with the battle system (i promise were almost done), today i added a nice and modular system for me to properly apply enemy stats and enemy logic, we now have the first coded enemy: The Crawler, it lunges towards you with a nice pullback indicator, pretty simple enemy to introduce people to the battle system, there isnt a whole lot for me to do for basic battling, all i need is more game juice, and enemies to attack you. Luckily I implemented hitboxes and the correct events fire when they need to, I am just to hook them up to take damage functions but other than that going well, as always. Have a great day :D
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Hi! In this update I fully fleshed out the battle system, not finished with it entirely because im still to add enemy attacking (for now its a 4 second wait for testing) but I got flower’s moves fully working with some very juicy camera movements, and it properly accounts for the move’s attack, pierce and the enemy’s shield :D, I also fixed a lot of bugs to do with camera tweening and some wierd positioning stuff, and finally I added some castle walls to the bg to fill up some empty space. Have a great day :)
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Hi! Today I made a full text system with colour pallet swapping, nice helper functions and event a text “bound” area to scale down text that gets a tad bit too long. I applied this system with some nice move icons i designed (to indicate the move’s typing) to display the moves as they appear for each flower. Each move also has their allocated stats but they dont display, nor are used yet. Next up is getting the moves to actually do stuff. Also i did a rough design on the boss of Limbo (the first area), as always, have a great day :D
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In this update I added a basic enemy spawning system and i made it so when an enemy spawns the player and their party will move towards the enemy, when they reach the enemy they will initiate a battle. I have a really cool battle system idea inspired by pokemon and deltarune, Ill say more about it when i have a good prototype in place, but for now you can see the very BASICS of the system with some move selection
I got a lot of things working today. First I fixed up some of the middle ground assets and made background and a focal point! in limbo’s case being a giant clocktower. as well as these layer changes, I made it so the main character Dante falls when you enter a layer with the party of flowers you enter with, I also added functionality to move the player and the party along the map. Some behind the scenes changes were also made. I made it a lot more consistant how certain scripts are stored and I moved every script and image file into their respective folders for organisation purposes. Thats all for today Have a great day :D
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I added basic layer accessing via the intermission screen, and I started the framework for the modular background sprites, for now i have a foreground and a midground set up. the foreground dosent experience parralax hovever, the middle ground does! it also scales with the offset y to imply depth :), the layers also draw in chunks, and load in and out accordingly, saving on performance and being a clean way to draw it. Have a great day :D
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I made a bg sprite for the intermission screen and i improved the bars thickness. I also made it so when you enter the inferno scene, the intermission will stay for a few seconds which moves upwards as the camera pans downwards. I also made the most BARE BONES layer caching and drawing, its very simple and i need to make it scale whether you move right, I also drew some art for the main character (Dante from.. Dante’s Inferno), have a great day :D
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I made it so when you click on the flower buttons in the exit gui it adds the respective flower to your “party” on the right, and if your party has at least one member, the pentagram button gets highlighted which allows you to press it to transfer you to an intermission screen to show the player the order of the inferno and what layer is next, i made inferno order random and the diagram’s colours change dependent on the order :d have a great day
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FINALLY, after multiple hackatime + flavourtown outages Im finally uploading a new devlog, I added the “exiting to the inferno” GUI and populated the side panel with all of your mature flowers, I also made the page buttons below the panel cycle through different pages! In addition you can click onto the flowers in the gui to “select them” isnt fully implemented but will be very soon :D, have a great day :)
New devlog! I spent a lot of time working on refactoring some back end systems to adhere to different scenes, and i also drew some cool art for the Inferno door and the respective GUI :), Have a great day :D
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I made the altar actually work, in future the virtues you can add will be limited but for now theyre infinite, I also added the watering can to allow for plants to grow and to be placed down with seeds created by the altar :D
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I may have lost track of time and worked on the game for 8 HOURS! ok so I drew 2 different environments, the garden bg and the altar bg. I also put the flowers into pots and made it so if you click on a pot a random flower appears (temporary). I made it so if you press A or D you can cycle between the altar and the garden using a nice tween system, I made it so if you click onto the altar the camera will pan to it and zoom in, with a vignette zooming in and the virtue icons appearing across the bottom hemisphere, I will be adding seed creation next :D, Have a great day
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Second Inflerna devlog! I added every flower type to the generation and made a simple 2d loop to test all of the combinations (its 47 rn but there will be A LOT more soon :) ), I also begun drawing “baby” flower sprites yk, for the growing stuff
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Hi! First Inflerna devlog, I have lots planned for the game but i merely have a cool colour pallet switching system so I can switch any colour pallet for another, im currently using it to swap a flowers pallet with different ones, I have also created a bunch of icons and flowers which I will go into detail on later, see images below. Im exited to see where this project goes :D
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