I am NOT stoked to create building textures, but I am stoked to see a textured building... so I guess I have to make textures one of these days.
my super wack workflow, ngl even though it's okay I want to redraw all the characters, but it will screw up the scale of the enemies and environment unless I redraw them with a similar size and proportion, but if I do that, did I really redraw them?
Actual turns + new active indicator.
Still incomplete but now I can look at the items I have without using the debug console.
Here is me playing through a short quest in an old tutorial room. I like this video since I engage with a lot of the mechanics I've been working on.
Ngl I kinda want to have combat take place on the same scene as exploration, you know Chrono Trigger/Sea of Starsy. However, to do that I'll need to do a lot of tweaking to my code and spend a lot of time redrawing enemy sprites I already made...
It was around the 1 year anniversary since development started when I originally posted this and it totally slipped my mind. Hopefully I do something for the 2 year anniversary, but i'm busy and it's technically now (Feburary) Welp, I always have next year
So uh scroll bars and the scroll container node suck. I just kinda hate them. This is probably the first time I got them to work the way I wanted lol. I also got it to do this which I think was pretty cool:
less buggy than push... sorta
More models I ended up scrapping. 3D modelling is very tuff.
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.
So my dialogue scripts used to be JSON since the initial tutorials and resources I found suggested it. For some reason, I thought writing my own Yarnspinner-like system would be better, so I did that. Now my dialogue scripts are written as plain text. The tool in the video above lets me write and see changes in the actual game UI. All in all it's incredibly jank.
A blog for a game about a rather peculiar exam. Made in Godot Engine!
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