This was a really fun mechanic to implement--and it went relatively smoothly! I'll need to add various checks/triggers to expand the battle script for future fights, e.g. checking status/hp and altering behavior accordingly. I also need to add general AI for the different battle "tactics," such as "use no MP" and "follow orders." All of these things will provide a foundation for making the battles much more dynamic and interesting, since each enemy/player actor will have unique logic.
This is more powerful than the remake, I already knew it would be before I ever saw the remakes version of this scene. Not because it's bad, but because this is too much to live up to. This music is better, the notes are easier to hear and hit harder, everything's magnified in this version.
In this one, I implement Sokoban puzzle mechanics (boulder pushing tile puzzles) by recreating the Sokoban puzzle from DQ3. I then implement ice physics for sliding puzzles, although I don't finish a proper puzzle for this one (yet). Up next will likely be rails puzzles, which function basically like ice but with turns and switches that change the path. I'll plan out some further puzzle types as well, and remember that we did falling through floors yesterday, which will lead to future puzzles utilizing that mechanic.
In this one, I sketch out a few floors of a tower dungeon and implement falling through holes in floors. Next, I’ll probably expand upon the tower and then work on more puzzle systems.
I start working on that around 1:43:00 in this video. It is an oscillation shader that I apply to a screen capture of the viewport and then animate the amplitude and frequency values using an AnimationPlayer. I later improve the effect in the video directly after this, by applying a white fade in/out between scenes to smooth the transition.
I can, but I am not interested in making that kind of game right now. There is an existing Fire Emblem engine made in Godot that you could check out for reference/inspiration, as their gameplay is mostly similar.
In this one, I brainstorm some initial story ideas and then lay the foundation for a Cutscene system, so that we can start realizing some sense of narrative. I get moving and waiting events functional within it. I also had to refactor my Actor and Actor-inherited Player, since the Actor needed the Player's movement code as a base. We will later expand upon the Cutscene system and Actor refactor.
currently my biggest hurdle in game development is the art. I'm just really bad at making pixel art. it seems like any idea i have for a game is stopped simply because im not artistic enough to make the idea come to life im good at coding and godot and stuff but art.. i just cant do it
Art is not easy. It takes lots of practice, just like with coding and any other skill. If art seems truly insurmountable, I suggest finding an artist to work with. There are also lots of free assets (with varying usage rights) on places like opengameart and itch.io.
Thank you for the feedback! I am intentionally using lower-res art. Plenty of pixel art games use 16x16 or larger tiles, so I want to do something that is less common (8x8). I also simply prefer working in this format. I strongly believe the art will make more sense as I add more tiles, detail, and overall cohesion to the art.
In this one, I continue blocking in the Witch’s castle’s basement and first floor. I also add animated tiles for torches and teleporters, and then create particles for these. After this, I fixed a layer draw issue with the tops of columns and finish by making an oscillating teleporting effect based on DQ.
We set sail today! ⛵️I also switch the water tile to an animated auto-tile (huge aesthetic improvement), implement Poppie the Party Planner (for player character recruiting), and fix a few bugs.
There's something about this original score that is so much more powerful than the Remake's. I like most of the redone score, but the originals can't be touched. It's like their simplicity and the sound of the midi format just creates something special and unique.
In this video, I change the battle system over to running through the events on different timers so that the action phase plays without needing player input. (Player input is still needed for selecting player actions and running through intro/outro text.) I also make other, smaller improvements/fixes to the battle scene.
In this video, we handle project reorganization woes, adding sound and animation to our item chests, a super efficient method of adding shadow tiles to our walls through code, and jumping over ledges. Busy stream!
Added art detail to the cave, split up my TileMap code to work with separate layers, and added more functionality to the Transition system. This is starting to feel like a real game! 😄
In this brief stream, I made a DQ-inspired character naming screen and title screen, then connected them to set up a simple “new game” state. I will add saving and loading later on, as well as a proper game intro.
Fixed the Fire animation from earlier, then made some new tiles for the caves and sketched out the cave layout on a TileMap. I'll probably focus on finishing the cave next stream.
Focused mainly on battle menus for items and spells. Also changed PlayerInfoCards to be a menu with the cards as buttons, and modified our menu arrow cursor to suit.
Lots of bug hunting… not the most fun but at least we are mostly bug free now and the menus/GUI are quite close to full functionality. Pretty soon I want to shift gears and focus on world building/story elements.
I generally enjoyed Rebirth. But this scene is greater here because despite obviously looking not up to date, it depicts Nanaki and Bugenhagen's emotions much better. Especially the latter's since he's not doubting his knowledge of the world, but trying to do as much as he can to save it, even if it's pointless. Not to mention that only two characters are in this scene, not the whole damn party checking how Seto sheds a tear.
Yeah, the Rebirth version of the scene is still great, but I feel like it hits less hard almost 100% because the music isn't clenching at your soul the whole time.
Rebirth capitalized this scene so majestically I cried, became a precious moment in the game, I felt a rollercoaster of emotions, it deserves an academy award.