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Devlog 5, 7/26

It's probably a rite of passage, but I somehow messed up my entire game. I'm not entirely sure how I did it or why. Without going into too much detail, I moved around some items in the default level and it somehow messed up my signal sources. I had to spend two hours painstakingly trying to fix the issues before I gave up and wiped the code, restarting a large portion of the project. It did go faster the second time, and the issues are fixed. 


What little time I had left was spent learning and working with the particle emitters in Godot. Perhaps a bit flashy, but it never hurts to learn something cool in between the practicals.

 

Tiny particles, woo!

I'm hoping that tomorrow is more fruitful of a day. I believe the next few things in my learning set is going to be how to create instanced worlds and interiors. Frankly, it doesn't really apply to me but I'll watch it and make sure I'm not missing anything. 

I've been thinking, and I believe I will end up doing 6 levels, instead of five. 

  1. Entry level, that introduces you to the basic controls
  2. Level 2: You learn about some of the enemies
  3. Level 3: Mid game boss fight
  4. Level 4: Some more enemies
  5. Level 5: The hardest waves yet
  6. The final boss. 

I'm not exactly well versed in game design, so I'll probably have to make more adjustments as I go.

As it stands, I have the following skills left from my MVP list:

  • Creating an enemy AI that can attack the player
  • Finding a way to transition from one level to the next
  • Spawning in enemies
    • This includes things like triggers for spawning, setting in locations, etc.
  • Creating a win/lose condition
  • (Optional) creating a story, with text boxes that pop up when certain events are triggered.

I do feel confident that by this Saturday, 1 week into the project, I should have accumulated most of the skills I need to get this list done, which would leave me a week of refinement to really make the game pop.

Devlog out.