3/30
I have been working a lot on the attacking system, it is nearly complete.
Here’s how the attacking looks right now…
I decided against adding up/down attacks because it would probably be more janky and I don’t want to make the animations. Instead I added a feature where you can hold spacebar (the attack button) to charge the attack, and make the attack more powerful.
I’ve been working on this a lot.
I made the green flash effect thingy quickly, I’m not sure if it looks good. Kinda weird. I based it off of @sup3r87’s Parse-O-Rhythm lol
Xavier has been working on the saving/loading stuff, it’s nearly done. We are using a dictionary (a datatype) to store keys and values with them, that are easy to read from a file. Godot has something built in for storing this that we are trying to use. I wonder if we will be able to embed the game into a website or something, if we can, then we will probably have to switch to our own saving system to be able to save to the cache or something, unless Godot already has something for that.
This is extremely cool, just found out about it today! For you questions, I would say keep the health the same size because that’ll be looked at a lot, then for hunger and thirst add like a little drumstick(kinda like Minecraft) or something, and have it slowly shrink, same with thirst, and the temperature can be a ball with a thermometer, and the color of the ball changes. To cope with temperature you could either drink water/make fire, and then I also know in Arabia they fully cover themselves because it traps the coolness in. Another option is somehow add a machine(ac kinda).
Thank you!
Yes, I was thinking about building fires or stuff, but I was wondering how that would actually work. How do I make building? I think maybe after my teammate is done adding the inventory, you could be able to pick up wood/put it down, in order to start a fire.
Or, taking @Kasamir’s idea, I could make cooling down by spending water, or not moving/only sliding. For warming up, you could spend some spicy, warm food or something, or you have to keep moving always.
Also, our team has decided to change the goal of the game to finding pieces of your ship, in order to repair it. One will be to the left, one will be to the right, and one will be upward/downward. It is kind of an overused concept, but we need don’t have time to complete our previous idea.
Little idea I randomly had, what if one of the machine parts had some sort of heater to it, this does two things actually. It makes the player want to take the part only during night, so if you add sleeping they would need to actually stay up, it would make the area around it boiling hot, but at night, it would keep you warm. Plus you could make a monster that likes the warmth and guards it. Though I don’t know if you’d have enough time, good luck on the competition!
4/4
The attacking system is all done (pretty much, though it could always be better). Any changes to it would just include a new weapon, or tweaking of the values.
We thought through the temperature mechanic, and here’s our idea:
During the day, you will need to find water / stay in the shade to reset temperature.
During the night, you will need to find fire / eat spicy food to reset temperature.
You will be able to store some water and some food in your inventory (not much).
I’ve also been working on a background for the game.
Some clouds:
I made something that shows how much damage you / an enemy took. It took SO LONG and I had to some up with a work around to get my font working with the object creating.
Me testing the system:
I accidentally made the tiles 16x16 in Godot… :(((( But it’s okay.
I also cleaned up the scene tree a bit… Now you don’t have to look at all that messy stuff, and just drag NecessaryStuff and the player into the scene when you want to make a new level. Everything breaks when you have the player alone, because it needs refrences to other nodes in order to run (could have probably fixed that while coding it!)
I’ve added a bit of sound to the game, nothing much… Just downloading things off pixabay and putting them into the game. It’s quite tedius, but some nice background music and a few effects does help a lot.
Our team’s tryna scrap everything together, there is only one month left.
Here’s our main to-do:
Make fire/water better
Build world
Make winning code and win cutscene maybe
Tutorial level
More sounds
Food / Inventory
Boss fight
World decorations
Enemy sprites
EXCITING NEWS!!!
Dunebound is going to be exported to itch.io soon! We have already successfully imported, except keyboard inputs aren’t working yet. As soon as we can debug this, all of you can playtest!
I am in Houston this week, and have no time to work on this. There will probably be no report this week, sorry
I hope my team is still getting stuff done though! Also debugging the export problem seems to be harder than we expected. Will work on it when I get home.
new turret enemy Xavier made, it shoots things at you and stays still.
export should be ready in 1-2 days, figured out that if we turn keybind system off, it works.
We have less than a month left, it’s clear that this will not be finished. Hopefully we will get a small bit of the world built, and the boss complete for playing.
Thanks for reading, and look for EXPORTED GAME IN A FEW DAYS!!!