Currently working on releasing a videogame on Steam. Check out my journal on that here: https://albertalberto.substack.com/s/project-steam-release
One of my main contributions was the stackable upgrades system. #godot node-based architecture made the job easy, and I want to talk about it!! (1/7)
One of my main contributions was the stackable upgrades system. #godot node-based architecture made the job easy, and I want to talk about it!! (1/7)
The re-made game jam QUARTER CUT is now in an actually playable state :o I'm committed to keeping the scope of this project extreeeeemely small, but still aiming for a November release!
The re-made game jam QUARTER CUT is now in an actually playable state :o I'm committed to keeping the scope of this project extreeeeemely small, but still aiming for a November release!
Thought I'd turn my latest progress blog post into a tutorial on how this was implemented into my game!
#gamedev
open.substack.com/pub/albertal...
Thought I'd turn my latest progress blog post into a tutorial on how this was implemented into my game!
#gamedev
open.substack.com/pub/albertal...
This, coupled with the event-action architecture for passive effects, starts allowing for some more complex behaviors - Like this ball that rolls forward whenever the previour charm triggers :)
This, coupled with the event-action architecture for passive effects, starts allowing for some more complex behaviors - Like this ball that rolls forward whenever the previour charm triggers :)
Even comes with a lil confetti burst when you roll a 6 :P
#gamedev
Even comes with a lil confetti burst when you roll a 6 :P
#gamedev