Activity

MUS

Created the tilemap, complete with necessary physics and logic, for my royal castle outdoor-ish area/part. I also had to do a lot of tileset stitching which basically means opening up the tileset images I got from the internet and manually modifying it to fit my needs. So that’s another 2-3 hours which are, but ofc, not tracked……..

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MUS

I just created a character class which will allow me to control NPCs. I’ve also finalized the story that I will be using which means that there will be more maps now including:

  • Village
  • Royal Castle

I’m estimating that the game will be an overall 30-40mins play with no auto or manual save.

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MUS

Created a GitHub Action Workflow which will deploy my game to the web. Before I had to manually export and then git add/stash/push/checkout and the entire headache with keeping my gitignored files safe during the entire thing which was a huge headache……

Now I can do it with the push of a single button

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MUS

Isolated the map from the level. This will allow me to reuse maps over different levels. Also, I completed most of the enter_the_dungeon level. I just need to add a few slick commentaries about coming back from the dead to make it feel more immersive.

Here’s a image which clearly shows that the Dungeon is separated from the Enter_the_Dungeon Level.

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MUS

Completed the main map and added the vicious demon general which will make players cry.

I also had a new idea which…..how about changing characters mid-game??

:ABSOLUTE-CINEMA:

Think about it, just like GTA 6. I can make so many modifications……..

ofc…I don’t think making a player AI will be that hard…..I just need to copy the mob code and make it attack mobs instead of players…….and instead of patrol, it will follow the player…..

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MUS
MUS 3 days ago

btw I forgot to mention here that I also created a goblin and a goblin champion

MUS

Updated the map and created Cerberus and Hellhounds

Also realized I’ve been spelling cereberus wrong…..it’s actually Cerberus……Fahhh

Anyways, in case you guys don’t know, Cerberus is the 3 headed guard dog of the underworld from Greek Mythology.

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MUS

Minor updates + New Wave Class and started working on the main map.

Since I was recently given a CraftPix Premium subscription, I will be adding some new mobs!!!

  • Goblins
  • Goblin Champion
  • Hellhounds
  • Cereberus
  • Minotaur
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MUS
MUS 3 days ago

replaced minotaur with demon general

MUS

Synchronising got impossible to handle cleanly and it was too cluttered for me to be able to do anything. So I’m demoting this to demo 4. I’ll retry after learning @tool and making some of my components into a plugin so I don’t have to look at them again (also help others make games faster)

So sorry……but there will be no multiplayer anytime soon :/

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MUS

I spent the last 2 hours and 30 mins just to create automated character cards which are visually appealing. I needed to create a schema which can fill in data automatically so I don’t have to create a raster for each new character which is why it took so long figuring out which control should be aligned how………….

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MUS

Made changes to Dialogues so that I can make them work on multiplayer. It was difficult but the solution is to store dialogues in a file and then pass around the filepath as a string. Here’s an image of how I can finally create an entire dialogue sequence by drag-and-drop in the editor using this approach and it will be seen on any device I want it to be seen on………

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MUS

Mostly working on multiplayer….I redid the multiplayer node as well as a few others to convert them in a way that I can easily use them in my multiplayer without breaking the single player mode such as my automatic door and the player spawner. I also improved my dialogue box and am looking to create automatic cards for my characters so that I can show their stats in game……

btw here’s a pic of me explaining git to participants of Campfire Lahore :P

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MUS

Significant changes made to the game

  • Proper UI and Main Menu
  • Added a way to see control layout
  • Added transitions between main menu and play mode
  • synced mobs
  • Made a new and better hud with a minimap
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MUS

Just a bit of cleanup with the multiplayer…….aligning and syncing all the necessary properties of the players……next I will be finally trying to sync in the mob spawner……..

I need a way to make sure it doesn’t affect my single player mode

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MUS

Finally………….after stripping down the environment…..these 2 hours plus the last devlog’s 4……….I managed to atleast make the characters synced………….

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MUS

Created a home screen….tried to add multiplayer….failed horribly…..rolling back keeping just the home screen….behold

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MUS

No new content……I was just fixing bugs with the projectiles……so here’s a screenshot of the brand new samurai. Next up is the ninja. He can hide in plain sight………wow

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MUS

I JUST CREATED THE SAMURAI!!!! YASSSSSS!!!!!!

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MUS

Did a lot of stuff this time:

  • Created the first boss: Skeleton Champion
  • Further improved player selection, now I have a single JSON-ish catalog thingy store all data
  • Fixed the dying_attack_bug (mobs making one last attack before dying)
  • Fixed the mutilation_bug(mobs hurting your corpse which triggers a loop and stops respawn)
  • Made the Area_Damage_Projectile for the wizard’s magic bomb
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MUS

Fixed some more, filled in more docs and finally learned about built-in scripts. Why did I not know this before?? This made my repo really less cluttered. Basically single-purpose scripts can be forced inside the scene file, instead of a separate scene and separate script. I also added the assets for my next 2 characters: dwarf and samurai as well as made a dynamic and automated character selector as shown in the image attatched….

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MUS

A little more catching up on the docs. I’ve also been looking out for obsidian-to-website converters so that I can host my docs as a website and make it easier for everyone to access. So far I’m considering quartz, but that’s only after the project is done. Due to university applications I’ve been on sort of a hiatus, but I will be back and in full power starting in March!!

Additionally, I’ve uploaded the testing arena to the web for others to try and give me a review…

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MUS

Still dealing with the docs thingy and overall reorganizing the nodes better. Other than that I’ve been adding/fixing a few other things on the go.

I’ve made sheild an external node which can have a shape instead of an innate boolean var. I’ve also fixed the issue with the player only being able to hit one mob at a time despite it obviously being designed to hit as many as there are together. Can’t believe I missed that bug over 2 demos lol, I’ve also made it so that every melee attack has it’s own damage value and there are more raycasts but they are disabled to keep performance straight.

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MUS

Since this is going to be a big game, I’ve decided to use Obsidian to document it. In this devlog I’ve completed the documentation for the following:

  • Basics of Entity Component System
  • Entity (Base class for all entities)

Additionally, I’ve been fixing and improving the code files I imported in the prev devlog.

I won’t be making any git commits just yet, cuz there’s a lot going on rn.

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MUS

Imported files from previous demo/variation and created traps that kill the player: Spike Traps and Breakable Floors.

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MUS

Made some basic updates for the first few hours. Spent the rest configuring a CMS. Simple Jekyll just got simpler

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