okay I thought I lost this channel but thankfully it just showed up in my recommendation again Your style of Dev logs are genuinely The best I've seen on all of RU-vid ! 98% of Dev log channels just talk about how easy and fun game Dev is without ever talking about or showing any code at all, they're just no relatable at all, but your videos are genuine and realistic and very well edited and narrated too, you actually show the code and what it does, I work in Godot too and i just love seeing other people using it and getting to take a look at their code so yeah amazing channel and videos, hope you 2 get to release your game :)
Aye yo just happened to notice that the sound plays after the spawning of the gems/orbs. May be some kind of RU-vid compression or something. But still love the progress looking and feeling good.
I'm loving these short devlog clips. Please keep on making them. For improvements, I think making the orbs fly up/out before homing in on the player would be a visual improvement, As for what to add next, how about hidden sections that are unlocked by collecting a special pickup?
I was reading the chest open function and you got me thinking. Do you think it would make more sense to preload the orb scenes? I am thinking about the scalability of your game, at some point you will need to add a load screen and ensure all resources and shaders are loaded.
mmm possibly. we haven't really done any performance optimization yet but at some point we will certainly need to address it. thanks for the kind comment!
yeah I'll have to make a vid how the weapons and systems work in this game. maybe once I have it a bit more figured out I'll do that, thanks for the idea!
In your on_player_entered function, what exactly is "opened" in "if not opened"? Is that referring to an animation named "opened"? Also my 2 cents, a brief glowy effect like in The Legend of Zelda might look sweet
'opened' is a boolean variable that acts like a one way switch to prevent the chest from opening over and over. when the chest first spawns in, we set 'opened' = false. if 'opened' = false when the area is triggered, the chest will open.