Creation of Itch.io page and 1st Dev Log
Today I just finished creating a page for my new game that will be submitted to the Godot Wild Jam #22. So far the core mechanics of the game have been made over the past 3 days.
Day 1: Player Movement and Player shooting
- For player movement, it took a while for me to make the player and the other characters follow him around properly. My code isn't perfect since I just save the positions the player character has been then just teleport the followers a couple positions back.
- For player shooting, I gave each character a unique gun, a pistol, a deagle, a grenade, a machine gun and knifes for the peasant, revolutionist, arsonist, ex-military and assasin respectively.
- I also made a player switching mechanic using an Array which stored all the characters info and health and I would just shift these numbers around when I changed characters. Since each follower and player has its own index, it can just refer to the Array and get the new character info and health.
Day 2: Enemies and Dying
- For enemies, I wanted something quite simple, one that just shoots when it sees the player and when it doesn't either stand still or search around for the player. I gave it the same movement script as the player but with different acceleration and max speeds. The search mechanic took a while to complete since it was my first time doing it. Basically I just made it go to the last seen position of the player, then it will look around at that spot.
- Dying was really hard to implement because of how I made the player and the followers. Basically when one of the followers of the player die, I need to update both their parent's Array that represented all of them as well as their individual index variable which they used to get information about themselves. I worked after a while then I also added a health bar that faded if nothing happened for a while.
Day 3 - Today: Room generation and spawning
- Had to spend about 1 and a half days doing this since it was my first time doing procedural generation. I had to instance scenes which lagged the game really hard which I felt was pretty worrying so to compensate I reduced the particle effects. Not sure if it helped but it lagged a little less.
- My room generation probably isn't the best since I just delete the room that you came from. This means my enemies which used raycasts may suddenly crash the game since the walls of the previous room which I just queue_free() were now gone and they collided with nothing. So I had to queue_free() them at the same time I changed rooms.
- My code was super not clean so I spent the rest of my time tidying it up and doing my long overdue school work :D
So that is about all the progress I have done so far, 5 more days to go before submission. Good luck to my future self.
Get Revolution Road
Revolution Road
A rogue-like where you build up your forces into a human chain of death and rush through rooms until you reach the boss.
Status | Released |
Authors | trust_me, Eugeneoyz_1203n |
Genre | Action, Shooter |
Tags | Boss battle, Cute, Procedural Generation, Roguelike, Short, Tileset |
Languages | English |
More posts
- Adding some ImpactJun 19, 2020
- Releasing Revolution RoadJun 19, 2020
- Updates on Development ProgressJun 17, 2020
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