It's really fast but it might be due to how empty these testing levels are and not how well I coded it lol. I sorta want to edit the shader I'm using to do a radial wipe but glsl is the enemy of mankind.
Distant Castle
So I was really happy with this. Then, I spent some time on other stuff. And when I came back, I found one of my shaders was broken... So the current version is a tiny bit different.
Started implementing another important menu. This one gives you and overview of all your quests and lets you lightly manage them. I plan to also put a 'database' feature in so you can come back to important information/lore you've encountered previously.
okay, not gonna like this is cool, how the heck did I program this.
Not sure how well this will pan out but since the environment is in 3D and there is hella depth to work with I want to try hiding some interactable objects behind stuff or in an obscured fashion. Since you can't rotate the camera and the scene is orthographic I need to notify the player somehow that they have stumbled upon something hence the cool x-ray effect when you get close. I could add this to NPCs also which could be interesting.
idk if you've noticed but like I queued up all these posts so my page could run itself for awhile. I've noticed that my blog's current theme only makes the videos look super nice but the images are displayed too small and it kinda ruins the aesthetic tbh
oh yea I guess I should add this is showcasing battler selection. it's pretty fancy.
Still incomplete but now I can look at the items I have without using the debug console.
I'm developing a game called Vividerie.
Here's a tiny video about it :3
A blog for a game about a rather peculiar exam. Made in Godot Engine!
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