He/Him
This is a significant change - instead of a huge region with a hexmap, I've pulled back to a single, local area adventure. I'm hoping to have both at some point, but I need to keep reducing scope or I'll never get to a finished, playable game.
#godot #rpg #indiedev #gdscript
Here's a screenshot of my current dungeon view, which is the main gameplay focus!
#godot #gamedev #indiedev
Shoutout to DangRascals for the how-to on Reddit!
www.reddit.com/r/godot/comm...
#godot #gdscript #indiedev
Shoutout to DangRascals for the how-to on Reddit!
www.reddit.com/r/godot/comm...
#godot #gdscript #indiedev
#godot #godotengine #gamedev #screenshotsaturday #rpg #indiegames
#godot #godotengine #gamedev #screenshotsaturday #rpg #indiegames
Godot's resources are flexible data structures, but the default gui can be pretty tedious to work with, especially for adding sub-resources.
Here's my in-progress world and dungeon map editors, to make the initial setup a breeze.
#godot #gdscript #rpg #indiegame
Godot's resources are flexible data structures, but the default gui can be pretty tedious to work with, especially for adding sub-resources.
Here's my in-progress world and dungeon map editors, to make the initial setup a breeze.
#godot #gdscript #rpg #indiegame
OSR games aren't balanced, and that's inspiring. The game will give hints to the player in the form of enemy behavior, etc. And they'll learn what's too hard for their team, the hard way.
OSR games aren't balanced, and that's inspiring. The game will give hints to the player in the form of enemy behavior, etc. And they'll learn what's too hard for their team, the hard way.
Previous efforts were centered around a 3d, procedurally generation dungeon engine with voxels. I got that working, but prototypes != production.
Previous efforts were centered around a 3d, procedurally generation dungeon engine with voxels. I got that working, but prototypes != production.