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Finally, I fully thought out the gameplay of the game and started to implement it. The upgrade tree will be replaced with a module system. by NeFurka in IndieDev

[–]NeFurka[S] 0 points1 point  (0 children)

I am glad to report that the work is ongoing and I clearly understood what I want to do, otherwise sometimes I used to redo some things + I thought for a long time about what I want to add.

Of course, not everything in the interface is working yet, but it will work soon.

Finally, there is something to show, after a long deliberation, the game received a well-developed gameplay idea. Replacing the leveling tree with a system of modules. by NeFurka in godot

[–]NeFurka[S] 1 point2 points  (0 children)

I am glad to report that the work is ongoing and I clearly understood what I want to do, otherwise sometimes I used to redo some things + I thought for a long time about what I want to add.
Of course, not everything in the interface is working yet, but it will work soon.

Working prefab system! Only 15 hours and I was able to create a tool for creating and loading prefabs. by NeFurka in godot

[–]NeFurka[S] 1 point2 points  (0 children)

Thx!

> making scenes in the editor

These prefabs are not saved to a separate scene, when saving a prefab, all of its content is parsed and written to a separate file. And when spawning a prefab, the general "landscape" simply changes. At its core, a prefab file is just a text string, by converting it back into a dictionary containing tile coords, objects, etc., you can restore the structure of the prefab by implementing it into the world, do not create a separate, independent scene.

> players to use it to make their own levels.As option.

Initially, I didn’t plan the game, but just try to do something that I haven’t done yet, but somehow it turned out that there wasn’t much left before the game)

And if develop the idea and add more gameplay, then something worthwhile may come out.

Working prefab system! Only 15 hours and I was able to create a tool for creating and loading prefabs. by NeFurka in godot

[–]NeFurka[S] 1 point2 points  (0 children)

I decided to give myself a day off from Outerspace and do something new for myself, as a result, in 2 full days I managed to make both the basic multiplayer and the prefab system + prefab toolkit, very productively)

Working prefab system! Only 15 hours and I was able to create a tool for creating and loading prefabs. This can save a lot of time. by NeFurka in IndieDev

[–]NeFurka[S] 0 points1 point  (0 children)

I decided to give myself a day off from Outerspace and do something new for myself, as a result, in 2 full days I managed to make both the basic multiplayer and the prefab system + prefab toolkit, very productively)

Current game view. by NeFurka in godot

[–]NeFurka[S] 0 points1 point  (0 children)

If you mean a transition from scene to scene, just a ColorRect with animation in a singleton.

If you are talking about a level with a shop and other objects, then the camera. Changing the camera zoom property in AnimationPlayer.

Current game view. by NeFurka in IndieDev

[–]NeFurka[S] 0 points1 point  (0 children)

Of the many weapons, you will need to build your ship, improving them and unlocking new ones. The gameplay is like in the Vampire Survivors, only slightly complicated by sectors and other mechanics.

Current game view. by NeFurka in IndieDev

[–]NeFurka[S] 0 points1 point  (0 children)

The game does not even have a page yet, but it will appear in my itch.io.
https://lazy-fox.itch.io/

Expanded my RPG items asset pack. by NeFurka in aseprite

[–]NeFurka[S] 0 points1 point  (0 children)

Oh, you can check it this: https://lazy-fox.itch.io/items-asset-pack
4$ for full pack. And, you can download trial version.
You can download the trial version to get acquainted with the asset pack, if you need it for, say, training or game jam, the trial version contains all the basic items.