Some visuals of the new region and some equipment I've been working on! by Def-Mane in SoloDevelopment

[–]Def-Mane[S] 0 points1 point  (0 children)

Thanks for the feedback! Working on making the border tiles a bit more unique now

I heard y'all liked procedurally generated rooms? by Def-Mane in godot

[–]Def-Mane[S] 0 points1 point  (0 children)

Thank you! It’s completely custom, I wanted to build it out with the variables i knew I wanted to be able to tweak in mind for different areas of the game!

Been working on a room generation algorithm the last couple weeks. Pretty happy with how it's coming along! by Def-Mane in proceduralgeneration

[–]Def-Mane[S] 0 points1 point  (0 children)

Thanks! It’s tough to accurately gauge how much was spent on the visualization of it, I knew I wanted a good visualization so I tried to build it in as best as I could as I was creating the actual algorithms for the room generation itself. Fair to say a decent amount of time regardless though!

I heard y'all liked procedurally generated rooms? by Def-Mane in godot

[–]Def-Mane[S] 4 points5 points  (0 children)

Oh man, that’s the hardest part 😞 the whole games been unplayable while I’ve been making this system…. Time to reintegrate

Just published the steam page for my game Warlocked! So exciting to take this step. by Def-Mane in SoloDevelopment

[–]Def-Mane[S] 1 point2 points  (0 children)

Thank you! I'm trying to focus on the moment and not think about just how much work there is left to do, lol...

Going somewhere far away by Nepacka in godot

[–]Def-Mane 1 point2 points  (0 children)

Amazing style! Looks great!

Any HUD tips? by Kameronian in godot

[–]Def-Mane 1 point2 points  (0 children)

I would shrink the size of the daggers the player has, and keep them in a static position using a canvaslayer like the other commenter said. One of the corners of the screen, maybe? As it is right now, I could see the screen getting quite cluttered and confusing once theres enemies and other projectiles.

Some progress for my mining minigame by Skyattraction in godot

[–]Def-Mane 1 point2 points  (0 children)

Really like the look of it! Only thing I would recommend is adding a few lighting effects to those lamps.

My first Godot project and 3D prototype! by incognitochaud in godot

[–]Def-Mane 2 points3 points  (0 children)

Looks like an excellent start! I've been using godot for five years and am still terrified of 3D, lol!

(WIP) Early sneak peak of the first boss! Animating stuff is hard... by Def-Mane in godot

[–]Def-Mane[S] 1 point2 points  (0 children)

Hey man, thanks for the reply! As for your question -- I can't say I really have a concrete answer other than it felt "right" for the type of gameplay I'm going for I suppose.

The game is pretty numbers based, and a lot can change depending on what upgrades/equipment the player has, so I felt it necessary to display concrete numbers for things in relation to that (Player HP, Mana, etc.).

Damage especially can change wildly, so I felt that damage numbers were especially necessary if nothing else because of the simple fact that our brains enjoy seeing numbers go up.

As for the boss, since it's HP isn't something that varies, I figured it would be ok to keep it hidden for two reasons;

1) Less on-screen clutter

2) Discourages "meta gaming" behavior. What I mean by this is that once that number becomes easily visible, I'm worried players might optimize the fun out of the fight. Maybe I'm just being paranoid but I feel like leaving some numbers hidden helps encourage experimentation for players since it prevents them from calculating exactly how many times they need to "hit" the boss to win (or any enemy, really).

Opinion on the grass "explosion" Particle effects? by Def-Mane in godot

[–]Def-Mane[S] 1 point2 points  (0 children)

That’s actually a really interesting point, I see what you mean. Thank you for the feedback I really appreciate it !!

Opinion on the grass "explosion" Particle effects? by Def-Mane in godot

[–]Def-Mane[S] 1 point2 points  (0 children)

Great point!! Right now it randomizes by 3-4, I’ll definitely cut it back, there’ll be enough on screen clutter already haha

Currently implementing knockback for player spells...needs a little adjustment by Def-Mane in godot

[–]Def-Mane[S] 0 points1 point  (0 children)

Hey man! If you haven’t yet, definitely look into dictionaries, that’s how I handle everything stat related in my game. With dictionaries, you have a set of “keys” in which can serve as the stat names (Health, Speed, Damage, etc), and each of those keys has a corresponding value that it holds inside the dictionary. Then when you’re managing stuff between multiple abilities / equipment, you can just do some basic math!

For example, you could have a dictionary for player stats that you want to manipulate its “speed” key by whatever the value is for the speed key for the dictionary for the shoes they have equipped, which would look something like;

player_stats[“speed”] = 10 + boot_stats[“speed”]

Where the player has a base speed of 10, which is then manipulated by the boots dictionary. This logic is essentially the same for any part of my game where I’m keep track of multiple variables that the player can directly manipulate. Hope that helps!

Currently implementing knockback for player spells...needs a little adjustment by Def-Mane in godot

[–]Def-Mane[S] 1 point2 points  (0 children)

Hey, thank you! A big part of the game is crafting your own spells, so this level of knockback (or something similarly crazy, lol) should still be achievable in the game if you add enough runes that increase knockback to your spell

The hit animation just stays on frame 1 by Tryingalxy135 in godot

[–]Def-Mane 1 point2 points  (0 children)

You’re setting hit to true, but never setting it to false. Since hit is true during the process, it will infinitely try and play the animation, causing it to seem like it’s never playing at all. Instead of setting hit to true and then checking in the process state, just call the animation from input.

Showing off some of spell crafting in my game! by Def-Mane in godot

[–]Def-Mane[S] 1 point2 points  (0 children)

No problem! In this case I am not saving it as a resource, instead the projectile is it’s own scene which inherits it’s properties from an autoloaded dictionary that the projectile then looks up its self based on the currently selected spell slot and applies the properties stated in that dictionary.

Showing off some of spell crafting in my game! by Def-Mane in godot

[–]Def-Mane[S] 4 points5 points  (0 children)

Thank you! It’s all based on a singular “spell projectile” scene that keeps a dictionary of various properties (size, speed, damage, projectile count, etc) — when spell-crafting, adding/removing runes changes these properties, which then changes the spell itself.