The umpteenth time this generator has been implemented for DDDD, buuut... now its in Godot
Also, after generation it calculates the Critical Path and determine each rooms distance to the Critical Path. I'll probably keep all the interesting generation on the Critical Path in the future but have all the Actually Cool™️ rewards be off the Critical Path
Critical Path as a phrase has officially lost all meaning and now just feels like a bunch of random words. #gamedev #indiedev
A dice enemy and a door enemy~ Gonna figure out art stuff later at this point. Gotta get a working prototype first.
The dice enemy attacks every few moves it does. The attack it does is pulled randomly from a list.
The door enemy can't be attacked when its closed, but also only attacks when its open. It attacks when the player steps in front of it.
Should put some stuff on these branches next, but this is probably the first screenshot I've taken with that "wip game build" energy all over the place
The branches will have a bunch of fruits and nuts, groves littered around the maze will have vegetables and mushrooms, and roaming clay golems will have capes of high quality produce growing as gardens over their backs
This is all extremely early stage stuff, but the next dungeon generator is laid out. Going with a hedge maze style for the Garden of Eden.
Right now its just a marching cube algorithm with random noise, and the next step is to use maze generators to 'carve' through the marching cubes. #gamedev #indiedev
This is still 100% wip, but I got midi to fire off events inside my game, including animation, game state, dialogue, etc.
Since one of the design philosophies I'm going for is "everything comes from somewhere with reason" this'll be extremely useful to tie music to various in game entities. Like having a band of skeletons actually animate based on the song they play. ^^
Implemented a souls-ish way to see those item descriptions that have been around forever. Also streamlined adding in new appliances as well, so more fairy types will be implemented by the end of next week~
Implementing mushrooms properly, starting with false morels. A poisonous fungus unless prepared right with water due to their hydrophilic toxins.
Either boil them or leech them with water to remove negative status effects. #gamedev #indiedev #roguelike #cookingsim
Got around to re-adding the ability to throw items. Don't want to fight hungry ghosts? Throw some sandwiches to distract them and run past. Want to trigger a suspicious lever? Throw an apple from a safe distance.
Still working out the UI so its not super-screenshotable atm though ^^;
Kitchen customization is a-go~
Appliances now serialize completely, meaning inventories, appliance states, special materials... everything should save properly now. Might try adding a keg appliance next and test aging various foods like pickles or drinks. #gamedev #indiedev #cookingsim
Game developer autistic mouse who cooks a lot and is just so exhausted now...