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.
Needs some VFX, but at least how I built my system lets me turn any rigid body into something you can push around like this. Just need to set up another system to encourage you to move stuff around...
Super important feature since I can't put the whole game in one scene without gigabrain code turning things off and on as needed. It also lets me teleport the player within a scene which is nice
It's a small thing, but I added this system so that other game objects can pull the attention of NPCs nearby so that it seems like they are reacting to what the player or environment does. I really need to look into drawing more sprites, all my game characters have so little in terms of expression. It's a bit sad...
New Frame Plus (on Youtube) has a series called The Animation of Final Fantasy. It is a really good look at the importance of animation and its impact on storytelling. I plan to use whatever I can from the series to guide how I animate and express my game visually. I don't know if on my own I'll even scratch the multitude of means by which Square Enix did the impossible, but I like to dream.
I need to implement health in the overworld to complete this feature. I am also considering a hurt sprite but I'm lazy...
I'm developing a game called Vividerie.
Here's a tiny video about it :3
Very simple, yet super useful, feature, now you can directly choose what to interact with when surrounded by multiple options. Don't ask what happens if you have more than 26 things nearby...
A blog for a game about a rather peculiar exam. Made in Godot Engine!
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