Dev Log 0
- Fixed Gobbo suttering when colliding with player by adding a safe margin of 8 pixels, may need to be adjusted if it doesn't count as a hit when programming in health because the objects aren't hitting each other, remains to be seen
- Enabled tree, rock, and water collisions, and some basic Y sorting for trees and rocks. Tried to Y sort for water so it doesn't collide with the players head, but at their legs so they can get closer, but was not able to accomplish this, will look into later.
- Used tutorial to create an enemy spawner, very complicated, and long, and added the ability for the gobbo to be deleted from the scene when leaving the scene so there isn't an endless onslaught of enemies on screen. Want to add a timer so when it leaves the Y axis you can't see the poor gobbos leg as he disappears, but I have yet to figure this out.
- slowed down the gobbos, and the player, making chases hopefully a little less jarring to the 2D camera.
- created a hit and hurt box. The tutorial I was watching happened to be someone wanting to make a game similar to vampire survivors. I don't want to follow this tutorial tooth and nail, but will watch the series to get idea. Really noticed there's a lot of different tutorials to make a vampire survivor type game and I am very curious to see the different work arounds and styles. I also plan to add some sort of saved progression, and I'm not sure if saved progression is something he will cover in his tutorial.
- added a dev tool to the hit/hurt box system to count down hp from 100 by 2 ticks and print it in the debug menu of godot, to simulate health dropping to zero. Next session will be translating that to an actual hud, and possibly creating a health bar, or just a bar that starts at '100', and prints what the health is as the player takes damage.
- Got head ache because I am getting ahead of myself. Really focused on wanting a weapon that rotates around a certain axis of the body, then swings based on that axis. Saw it in a few game dev vlogs by a few different creators, but they were using a different scripting program, so I'm going to try and figure out how to either translate it, or find a different attack style. Most of the reddit posts I found for it are using the language from Godot 3.X, and I'm using the newest version. I hope I can finish this game before Godot has a major update, so I don't lost my progress. But maybe that will help me learn even more. Staying positive.
For now my next session will revolve firing a projectile towards an enemy, without input, and adding a health system for me, and the gobbos, affecting our health stat, and when health drops to 0 for the gobbo deleting it from the scene, and when my health drops to 0 implementing a 'game over' screen that will take you back to the start menu. Dev logs after this point will be labeled as 1 and go up, I'm naming this one zero because I followed three game making tutorials and completed them and have to this point used a little bit of everything I've learned to add features to this project. With this new tutorial series I found I am a bit dubious, because although it is giving me exactly what I want I don't want to make an exact copy, but combining it's code with other code might not go well. But again that will give me a position of confusion to learn from. Enjoy being chased by Goblins. Tell me if I should go back to 300 spead again. The fast chases were fun but jittery.
I've also written the first few chapters of the Novel the world of 'Becoming the Bastion' is based in. I've decided to name the book 'The Bastion', as it takes place at The Bastion, but will be a stepping stone for the larger world introduced in the book. I will try to release my progress with the book as well as this dev log for anyone interested.
Files
Get Becoming The Bastion
Becoming The Bastion
Survivor Lite
Status | Prototype |
Author | ActiveTurtle |
More posts
- Dev Log -1Jan 23, 2024
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