- punchier hit VFX
- layering/masking fixes;
- ongoing progress in boss fight dev
- better enemy visibility in tree-heavy areas
- new group combat flow via manual "Kairos Charger"
Not 100% sure about Kairos, but it's starting to feel right
#gamedev #indiedev #Godot
• Movement overhauled
• Sword & communicator head now move in circular arcs
• New sword animations + combos
• New skill system approach
• Mid-level boss fight almost finished
• Pickable loot pops from barrels/objects
#IndieDev #GodotEngine #GameDev
• Movement overhauled
• Sword & communicator head now move in circular arcs
• New sword animations + combos
• New skill system approach
• Mid-level boss fight almost finished
• Pickable loot pops from barrels/objects
#IndieDev #GodotEngine #GameDev
- Push It, Pull It, Throw It, Twist It? (, Bop It?)
- Fixing sprite3D/water rendering issue
#IndieDev #GodotEngine #GameDev
- Push It, Pull It, Throw It, Twist It? (, Bop It?)
- Fixing sprite3D/water rendering issue
#IndieDev #GodotEngine #GameDev
- Improved level design
- New trees with particle leaf effects
- Fresh level textures + toon shader effects
- The blocky “Minecrafty” look is gone
Next up:
- Performance improvements
- Parallax upgrades
- More sinister gameplay
- Improved level design
- New trees with particle leaf effects
- Fresh level textures + toon shader effects
- The blocky “Minecrafty” look is gone
Next up:
- Performance improvements
- Parallax upgrades
- More sinister gameplay
Reworked switching between bubbly messages and dialogue.
Started the story
Added a key character
Added a short speed boost
Forgot to remove audio, oddly, it fits
More redesign & gameplay tweaks coming soon
Reworked switching between bubbly messages and dialogue.
Started the story
Added a key character
Added a short speed boost
Forgot to remove audio, oddly, it fits
More redesign & gameplay tweaks coming soon
.) simple box mesh grass (vs multi mesh grass, video below)
.) first iteration of a menu (probably will change completly)
.) change camera perspective to orthogonal instead of perspective
.) simple box mesh grass (vs multi mesh grass, video below)
.) first iteration of a menu (probably will change completly)
.) change camera perspective to orthogonal instead of perspective
Testing a lot of new things. barrels, environment stuff, invisible walls, flying swords for melee. a not yet working grid duality mesh system for better visuals. Probably moving back to load multiple level chunks in one instead of adding/removing them on the "go"
Testing a lot of new things. barrels, environment stuff, invisible walls, flying swords for melee. a not yet working grid duality mesh system for better visuals. Probably moving back to load multiple level chunks in one instead of adding/removing them on the "go"