Getting closer to the inevitability of having to start chipping away at NPC systems
Getting closer to the inevitability of having to start chipping away at NPC systems
Quantity slider for item stacks. The architecture behind this probably sucks ass, but if it works right?
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Something something containers
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I'll have to reimplement the OptionButton just so I can control the Z layer of the PopupMenu.
Inventory groundwork
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HUD
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Any software cursor and archaic input method fans? We still implement mouse joystick, right?
I should think about adding trackball movement...
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I suppose I could still attempt to fake it in dungeons, and then do something different for the overworld.
and SDFGI runs like ass. I'd fake it with cleverly placed omnilights and spotlights, but I also can't guarantee exactly where lights will be in the dungeon maps as I intend for those to be randomised...
Spent the day working on tooling. GI and reflection nodes can be set up in Trenchbroom, though whether I'll end up using them much remains to be seen. Godot's GI situation really leaves much to be desired if you're unable to use LightmapGI. VoxelGI leaks light no matter what I do with my geometry
paypal me 30000 dollars
Ladders. Gotta hook up the sfx signals but they're working good and are easy to set up in the map editor
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Wall climbing, with functioning traversal around both inside corners and outside corners. Complicated climbing routes probably won't come up too often, but this is now way more functional than my original iteration of it and I'm gonna wanna put it to use.
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