Willem Willemse
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idle-not-idle.bsky.social
Willem Willemse
@idle-not-idle.bsky.social
I am currently a Game Dev student, a part-time solo dev, and a full-day job.
Cranking the wee hours out to improve my skills and my projects, but never stop improving myself.
This should include the ability to move the nodes around, edit the data in them directly, adding more nodes as well as deleting nodes directly from within this new window.
April 16, 2025 at 4:37 AM
No UI has been drawn as of yet; however, the window does open when selecting a dialogue node.

Up next would be to draw the representation of the nodes within the editor window and create the ability to form links between the nodes.
April 16, 2025 at 4:37 AM
Thus, I learned that Localization tables do not like symbols within their names.

What have you learned after periods of troubleshooting that it is such a simple problem to solve?
April 10, 2025 at 4:12 AM
I began troubleshooting, trying different methods of referencing within the script to see if it worked, and all of the fixes failed every time. Eventually, I decided to change the string table name from ZA-Strings to just a text string with no symbol, LocalStrings, which fixed the problem.
April 10, 2025 at 4:12 AM
When developing the node system to use the Key ID, I ran some test scripts in the main menu scene, which constantly came back stating that the ID has no associated text/ translation stored within the table to reference. It also removed all the other displayed functional text systems.
April 10, 2025 at 4:12 AM
This also includes stats such as movement, health, and other abilities, which leads to the possibility of creating different classes for the players, which can provide vastly different playstyles if done right. Or even only allow certain weapons and skills per class.
March 31, 2025 at 4:28 AM
I also made a little progress on my project. Having started implementing the stat and equipment systems, I have now finished allowing players to collect and use weapons from the field. This would later perhaps include dropped weapons from enemies and objects or quests.
March 31, 2025 at 4:28 AM
I also am testing different speeds/ modes adding force to the movement, would you prefer precise control, having the character stop the moment you release the controls or would you prefer the extra challenge of having the possibility to slide into traps if you missed the timing to stop the motion?
February 16, 2025 at 2:16 PM
Please have a look and advise one which appears better, if possible, please do not mind the out-of-scale and extra pixelation on the character I am working on replacing the character and this would help in creating the new design. As it will then be formed on the new proportions.
February 16, 2025 at 2:16 PM
I would like your opinion on the scaling compared to the character, should I make smaller assets compared to the character? The character is also due for a change in style but that will be implemented later, but size/scale will remain the same.
February 8, 2025 at 5:56 AM
I see, thank you for the follow.

I just usually have no idea what to say, put it off, then I have new developments and it starts again.
January 30, 2025 at 4:02 PM
Looking good, keep up the progress, really motivational to see others are also working on games and making progress.

I am also bad at updating socials, any tips that you have learned so far?
January 30, 2025 at 4:28 AM
Or should I be adding a few more systems say stats and equipment to add a few more ways to play that would be fitting in the Genre, suitable for release in the first project? Or keep a simpler version for the initial launch, then add DLC content with the rest at a later date?

#progress #devquestion
January 30, 2025 at 4:06 AM
I have also started a second round of research into comparative titles, having selected 8 titles for this round.

Focusing mostly on games with Metroidvania tags, with art styles ranging from handpainted to pixelated.

I aim to do a deeper comparison between them all.

#IndieGame #GameDev #Progress
December 1, 2024 at 9:29 AM