BUCKSHOT ROULETTE TYPE SHADER!!!!!
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BUCKSHOT ROULETTE TYPE SHADER!!!!!
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this took me FOREVER to figure out out to do but i finally did it.
you know how i recently made a breathing system for my game (the logic part)? well, instead of just plain boring text as the HUD, I made a responsive little icon at the bottom left corner of the screen to represent breathing. This system DOES help you time your breaths correctly and actually works (surprisingly). when you inhale, the outline circle “meter” goes up, and when it reaches the top, a smaller circle appears as the accuracy gap or the time you have to switch between breaths (i.e the amount of time you get to release the spacebar in this case). and when you fail, it pulses red as well as spawns a red X on top of it.
any feedback would be greatly appreciated!
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Changed the screen shader to one that looked like the one from buckshot roulette (fun fact that game was also made in godot)
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gonna start working on this ALOT more because i want it done and shipped before flavortown ends
anyways, i changed the demon’s face a little bit, not sure if this is what i should be going for? definitely looks creepy tho
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Implemented blinking and a simple demon appearance ! making scary stuff
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Getting to work ig, will post more devlogs here, currently have ~5h of time logged in hackatime so far so yeah
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Done a 2 things since last devlog:
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Transferred the logic part of the breathing system from the test project to the main project. When you’re in bed, the breathing cycle starts ~3 seconds after you interact with the bed.
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im back and im ready to ship like rn. also, i changed backslash input to spacebar (why tf did i have it as backslash bro)
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FINALLY finished a working breathing system with fails and accuracy!
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Boring ahh accuracy code, trying to get this to work
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Made the “[E] sleep” bed interaction actually do something: hit E, the screen fades to black and back, you end up positioned on the bed, and player input is locked during the transition, so it can’t be spammed.
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I’m making a breathing system for my sleep paralysis horror game, CAN’T WAKE UP. During an in-game paralysis episode, the player has to manually control their breathing by holding and releasing the spacebar at a slow, steady pace. You have to feel the rhythm and stay calm while everything else in the scene is trying to distract or scare you. If the player rushes their breathing, hesitates for too long, or falls out of sync, the system treats it as panic, and the episode ends badly (i.e. monster jumpscare). The goal is to turn something automatic into something tense and deliberate, forcing the player to stay composed under pressure.
For this system, I created an entirely new Godot project and when I am finished with the logic side of things I will migrate it over to the CWU project.
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