I'm working on a mouse-driven dungeon crawler! The horny bits are focused on butt stuff and large insertions. It's very plot relevant.
Hardly any content yet, but I've got a few systems working:
- click-to-move with grid-snapped pathfinding
- click-to-interact, which triggers the player to walk up to the interactable before firing the interaction
- an EventBus to handle communication between nodes
- a message window that scales to the size of the message and reveals the message a character at time, with an attached nameplate
- an event manager for nodes to queue up commands. Only commands implemented so far are "show message" and a couple different experimental "change scene" commands (e.g. just changing scenes directly vs push/popping a stack of scenes).
- an interactable mouse-driven lewd scene, focused on gradually easing in a large insertion without going so fast that it's painful
- a persistence manager where Nodes can register variables that need to be saved if the node is ever destroyed and reloaded (e.g. on map change)
Still to come are:
- a combat system
- a menu system for shopping
- a menu system for changing equipment (unless I just want equipment upgrades at the shop to be permanent)
- a random level generator for dungeon crawling, if I decide I want the areas randomly generated
- interactables and stuff for puzzles in dungeons (I've implemented this kind of thing before, it shouldn't be hard)
- actual content
- an audio system
The main things I'm worried about in terms of threats to the project are the combat system and menu system, which are both almost entirely new ground for me. I still don't have a clear picture of how complex I want combat to be. On the one hand I'm kind of interested in combat kind of like the first Dragon Quest game, which I think would be good for big "boss battle" style encounters. But on the other hand, I feel like they'd be pretty obnoxious to run into while in the middle of solving a puzzle in a dungeon.
I'm also worried that I'm seriously overengineering things, and I keep faffing around with rearranging nodes to find the "best" place instead of just making some damn content. A lot of it comes from my general frustration with the fact that Godot ties so much stuff to the structure of the scene graph. Sometimes I want a node to be a child of another node for *organizational* reasons, but I don't want the child's position and z-order to be tied to its parent. I also probably don't *need* everything to be working with signals and an EventBus; my last couple projects did just fine having nodes call each other directly.