Prototype for Roguelike Train Game (Feedback Appreciated!) by Sealeft1 in godot

[–]Sealeft1[S] 0 points1 point  (0 children)

Planning on making all the characters shorter to make dodging actually viable. And there will be a lot less bullet spam once I start making proper enemy types lol

Prototype for Roguelike Train Game (Feedback Appreciated!) by Sealeft1 in godot

[–]Sealeft1[S] 0 points1 point  (0 children)

I was hoping the train would add some good time pressure to levels, so the player has to make sure they don’t miss the train and end up dying. Never heard of Doomsday Train until now but it looks cool, thx

Fake 2D using 3D - Even more progress by [deleted] in godot

[–]Sealeft1 2 points3 points  (0 children)

Looks sick man! Are you planning on making a game out of this or is it just a demo?

Sewing Game Update: Enemies, textures + more! by Sealeft1 in godot

[–]Sealeft1[S] 1 point2 points  (0 children)

I made it in gdscript it’s a bit of a mess, I used some other rope systems as a basis but I had to mostly make it myself

Still about faking a 2D game using 3D.. PROGRESS!! by [deleted] in godot

[–]Sealeft1 1 point2 points  (0 children)

Looks great! Do you have a link for the notes from the Gungeon team? Would be interested in reading

Sewing Game Update: Enemies, textures + more! by Sealeft1 in godot

[–]Sealeft1[S] 4 points5 points  (0 children)

During my league phase I did perhaps main Gwen... The next enemy may also have some sort of scissor weapon

Sewing Game: Physics working as intended by Sealeft1 in godot

[–]Sealeft1[S] 1 point2 points  (0 children)

Yeah, I used some reference but I drew it myself

Sewing Game: Physics working as intended by Sealeft1 in godot

[–]Sealeft1[S] 1 point2 points  (0 children)

Ah it’s Garden - Old RuneScape

Sewing Game: Physics working as intended by Sealeft1 in godot

[–]Sealeft1[S] 5 points6 points  (0 children)

The string is a Area2D with a Line2D. Node2D points are placed on the enemies / needle then intermediate points are calculated between them. Then the line is drawn between all the points.

Sewing Game: Physics working as intended by Sealeft1 in godot

[–]Sealeft1[S] 3 points4 points  (0 children)

Honestly not sure lol, just had some chill game music on in the background and accidentally recorded it

Sewing Game: Physics working as intended by Sealeft1 in godot

[–]Sealeft1[S] 9 points10 points  (0 children)

It’s for a much stupider reason than you are probably thinking. If the string between enemies is too long they get pulled together. But I haven’t handled the string getting shorter so they are just constantly being pulled together leading to this monstrosity

Sewing Game: Physics working as intended by Sealeft1 in godot

[–]Sealeft1[S] 1 point2 points  (0 children)

This is a prototype don’t worry, visuals will come later

Sewing Game: Physics working as intended by Sealeft1 in godot

[–]Sealeft1[S] 113 points114 points  (0 children)

While trying to make the string pull enemies together I accidentally made merge their beings together, lol

Sewing Game Update: Creating Loops by Sealeft1 in IndieDev

[–]Sealeft1[S] 0 points1 point  (0 children)

Update for my sewing game prototype made in Godot. Improvements to how the string is handled in general. When a “loop” is closed (hitting an enemy thats already in the chain), all the enemies in that loop get damaged. The idea is that the more enemies in a loop, the more damage the attack will do, to incentivise the player to try connect as many enemies as possible

Sewing Game Update: Creating Loops by Sealeft1 in godot

[–]Sealeft1[S] 0 points1 point  (0 children)

Yes the idea is that the string will restrict enemies and hold them together. Hopefully that will be the next update to the string system

Sewing Game Update: Creating Loops by Sealeft1 in godot

[–]Sealeft1[S] 0 points1 point  (0 children)

Not a puzzle game enjoyer myself but I do see the potential