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Hey there, thanks for the comment!

For now, the project is still in the proof of concept stage, remaking the whole game is just a fantasy due to game´s the complexity. Truly, I had no idea what I was getting into.

If I'm lucky, I will be able to port the whole tutorial segment and make some tools to convert data from GMX to Godot easily (Only tilemaps and sprites so far). If that works, then porting the rest of the game should be simpler.

I also want to change some thins from the game, but every change made breaks something else. Down the line, I really want to change the combat to turn based, but that would break a lot of things.
Other things I have no choice but to port it as is, like the (bloated) cutscene system. Everything uses this system (dialogs, cutscenes, quest flags) and changing it means changing every interaction and cutscene movement in the game.
I´ve been working on this cutscene system on and off for ~2 months.

Wow, it's a lot of work then. Please don't feel that you have to pursue this in any way, I was just spouting thoughts. 

That's a really great idea you have about making the battles turn based. Quite honestly, the battles should have used the same system they made for the B Ball Tactics mini game. Every time you touch an enemy or start a battle, it should go into a smaller turn based map. I think they released the source code for it too?

The cutscenes are that complex?

Well, I'm not a experienced gamedev, so its a bit difficult for me. The original system is a little bloated and confusing, but it works great. The main issue is that not only I need to port the cutscene system, but all its actions and dependencies too. The movement speed, animation timing and such are the main hurdle right now. 

Hopefully, It wont take too long to finish this section of the game .