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1410642 Posts in 69557 Topics- by 58554 Members - Latest Member: maruya328

September 08, 2024, 05:53:33 PM

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TIGSource ForumsCommunityDevLogsSoften The Glare
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_____bone
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« on: August 26, 2024, 07:05:15 PM »

Some kind of single player strategy game. Not sure on where I'm going with this, I mainly just want a spot to post as I work on the game.

Current art is placeholder.



Day 001: Inventory scaling, Item Snap & Rotation



To be clear, I didn't make this all in a day, this is actually part of my fifth milestone.
I've been overhauling the game from a previous, too ambitious, design.


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_____bone
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« Reply #1 on: August 27, 2024, 06:20:25 PM »

Day 002: Invalid position highlight, Item revert on placement fail.



Did 30 min of dev today, totally didn't want to, but I'm glad I did something.
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vitalash
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« Reply #2 on: August 28, 2024, 05:08:29 PM »

I like that pretty background.

I saw Jonathan Blow write this once
"I want to generate temporary in-game conversations with an AI voice generator (to be re-recorded by real actors much later, when the script is really done). There are a bunch of web sites that kinda do this, but most are junk."

Somebody replied, "If you're putting in placeholder voices, why does it need to sound realistic at all?  I've found that robotic sounding TTS is a benefit in that it stands out as obviously temporary.  Monotone is better as well since the performance will be driven by the voice talent."

Then Jonathan responded, "Because the closer your game is to the final game, the better you can evaluate how well things are working and what needs to be done."

I've been keeping this in mind with my own games, and I actually really like the effect of this consideration.

So of course I know that tactical banana is going to be in the final game as an over-powered strategic unit, and I'm going to abuse the heck out of it Wink
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_____bone
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« Reply #3 on: August 28, 2024, 08:40:28 PM »

So of course I know that tactical banana is going to be in the final game as an over-powered strategic unit, and I'm going to abuse the heck out of it Wink

 Cheesy
It's a very good oddly shaped item; it'll probably make it through. Thank you for the words, it's very encouraging.


Day 003: Unit repositioning



Units now reposition when their item is moved.
This is the main hook of the game. Position items to position units, and then position other items to buff those units.
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_____bone
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« Reply #4 on: August 29, 2024, 08:12:04 PM »


Day 004: Complexity of Attachment
Nothing visible to show today.
Realized I need to redo the attachment system to not rely on godot's collision detection.
This is probably the cleaner way to do it anyways.
I will tackle this tomorrow.

Day 005 & 006: Complexity of Item Slots
I did nothing on Sunday, but I'm back to it.
I'm in the middle of refactoring the whole item slots business.
Got placing, rotating, and dragging items to work with the new slots.
Next I will get unit placement working again, and then I will tackle attachments.

Day 007
Cleaned up some code around item slots.

Day 008: Item attachment



Items now properly attach/detach effects on other items.
They don't work yet with inventory loadouts, but I will tackle that next.
Also cleaned up some code.

Edit: stayed up a bit and got attachments on inventory loadouts working.

Day 009: Repositioning
Worked on handling the positioning of the field and units in relation to other game elements.
Nothing that special to show.

Day 010: Encounters
Started working on an editor for enemy encounters.
« Last Edit: September 06, 2024, 07:59:53 PM by _____bone » Logged
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