Final log frfr
This is just some boring stuff, just the time from me rereleasing
Final devlog frfr woah!
Hello fellow stardancers, today I finsih game for good
I’ve added 3 things, finishing the settings, updating fonts, and oooh secrets 
1st
SETTINGS ARE COMPLETED!
-Made some more settings for volume, adjusted the busses and had to learn some new stuff
-I had to map the variables from the sliders from -50, 50; to -62 to 8, which the busses can actually take (DON’T turn it up all the way)
DOS
FONTS
-light work, just changed the font from my impossible-to-read 4x3 to an actually visible one
el final… SEcrets!
-don’t <- I mean it
-enter the kunami code in the start menu, which is…
up up down down left right left right b a start
It does cool stuff
Thanks for reading and supporting my game journey, hope you have a good school year, especially YOU
, Franklin High in Iowa
Started working on Liable for Damages 2.0
Devlog #1
Started working on better settings, mostly just things for volume, fonhts, and scrolling things. Whipped up some basic sprites in aseprite and took a day to implement them and figure out bugs, which were very annoying, mostly just related to button sizing. Had to mess around with Godot’s “containers”, for the first time, and it was quite bad, I’ve got some more work to do before I can get the sliders to work, but I’m close!
Next stuff’s:
-format sliders
-start creating settings related to different busses
-create saves for the sliders
-implement button to change font
-make font-changed labels for all maps ![]()
-do bum ahh drivers ed instead of W Stardance 
I’ll hopefully release 2.0 within October, and I’mma try and devlog more!
~Wil
devlog for projects i forgot to add,
really just time from learning to export godot games, very annoying
um, fun fact, if you create a web game, change the file to index.html, or it literally WON’T WORK!!!
Play my game (now!)
Final Release (or close to it)
Game will be out soon, I just gotta ship, but everythings done,
I finished sounds, and the ending yesterday, like a 8 hour coding marathon, so i could get this out in time.
PLEASE play it, it’s called Liable for Damages, I don’t know where I’ll post it yet, but It’ll probably be on Itch.io or just the game application file.
It’s like 150,000 kilabytes, so it shouldn’t be too bad for any computer, hopefully (mines from like 2009 and it ran fine)
P.S! Please, (if you do play), comment bugs, especially major things, EXCEPT:
-Player dissapearing when opening menu in elevator (don’t try this, im not fixing it it’s funny)
-Bugs on top of head, (js kill them)
Anything else is bad and needs fix thanks.
Also sorry no volume controls, I was crunching down to finish.
SFX stuff,
final thing before ending, just finishing sounds, really annoying though ngl.
done soon, big update at end
FINAL STRETCH
time to lock in please oh no
Im finishing the last level, no time to talk, but got like 4 things to finish
THINGS:
-level
-boss fight
-sounds
-ending
-bugs
WORKING ON MY FINAL STRETCH
I’m going to be locked in for the next few days, school starts, so I’ll have less time, but I got a boss fight and then bug fixing and sound effects, hears a sneak peak and one of the many things ive worked on.
Also, I came up for a name.
Looked up the universal laws for space and saw something about how “Countries of Origin are Liable for Damages caused by their space debris” and said “dang, thas dope” so now i have a name. In my next log ill have a longer devlog like a lite trailer, but the games pretty short, more like a showcase of learning.
Thanks!
quick stuff, nothing much
Finished some updates, but I’m locked so don’t have time to write much
Another devlog about levels.
Started work on the second (this takes so long)
I can’t say much for fear of spoilers, but just say this involves WAY to much code and sprites (I hate drawing so much)
quick devlog.
I need to do this cause i got 10 hours, Im working on the level system and im so tired please why is htis so hard D: D: D: D: D: D: D: D: D: D: D: D:
keypads, doors, and beginning of the first level.
Im actually making a game!
contains spoilers
First of many…
keypads were really difficult, every button, when clicked, multiplies the correct number by a multiplier, and adds it to a “code” variable. the multiplier is chosen based on what step of the code you’re on, (e.g, 1: 10000, 2: 1000, 3: 100, 4: 10, 5: 1), when you click the green button, it cross checks another variable with the one you typed, and if they’re the same, it sends the function to open the doors, and if not, everything resets. The other terminals and what not just open things when clicked on, so it’s just an easier version of the keypad.
Flying enemy is complete, in record time!
wow, 8 hours for an enemy, how quick D:
This was a challenge, but also really fun.
This enemy is the flying one, which made it a little more difficult than just the copy and paste of old ones but still pretty cool. It works using a Navigation Agent, which is like Godot pathfinding. Fast forward three hours and a whole lot of troubleshooting, but that works.
The enemy detects the player in the same fashion as the other enemies and then activates the nav-agent to being movement. It’ll follow the player through vents, passages and really anywhere. The fly has three main detection circles, the first one tells it to move towards the player, if the player enters the second one, it’ll freeze and stop moving, and if the player gets even closer, it’ll try to move away (by reversing the velocity var outputted by the nav-agent, iyc) the enemy’s one hit, acourse, but is really annoying to attack, (ill rework ground pounding to make this easier later). The enemy has a shooting attack, that is on a 6 second timer if it can see the player, otherwise it’s just on hold. its shots are pretty slow, so there easy to avoid, but in a crowded fight ya never know.
The main quirk of this enemy is it has a really long forgetfulness timer, so even if it can’t see you, it’ll continue to follow for quite a long time, much longer than other enemies.
Next:!
-stationary, weird wall tentacle that shoots at you
-egg spawner that hatches into 1 of three enemies (mystery ooh)
-doors (ikr)
Enemy is complete: Chomper!
Lot of work, but got it done.
This is the, please avoid, very dangerous, you will die enemy. I haven’t balanced its health yet, and I’m not going to for a while, so it looks like an easy kill in the video.
The weird quirks of this enemy are mostly in its charge attack, that rushes the player. It’s pretty easy to avoid, but once again i haven’t done attack balancing, so it may become harder later. The majority of the enemy works just like the lil guy, so idk read that devlog. But there is two major differences:
LIST: gasp
1.!!!1! : idle stuff
-really just a randomizer
-if enemy is idling, starts a timer, and when it runs out of time, it does one of two things (using a randi() function)
-if the outputs a 1, nothing happens, but if its a 2 it flips the enemy, thas all
-the main reason for this is that since this enemy is so big, making it a tad more animated than the lil guy felt important to me, and also because the detection areas for the big guy are skewed towards the front, so him turning around makes the player sneaking up on him a little less common, it’s generally just for Q-O-l (slang btw) (only cool people understand)
2.!: dash
-dear lord, why was hard so much D:
-Wasn’t actually that difficult, I spent a lot of time trying stuff before realizing I just unleash my inner enginneer and do it step by step ’till it works, which it did.
-first, theres three detection boxes, one for walking towards the player, one for the chomp, and one for dashing, if the player enters the dash-box, a timer will start
-when the timer ends, the charge animation plays, which halfway through, activates a function too add velocity (actual charge part of charge)
-If the enemy hits a wall, player, or box, it stops moving, but in the case of the player it plays a second animation (dash_hit) that looks like a chomp and kills the player if it hits them. Theres another If statement that sets velocity back to 0 when this happens also.
OTHER CHANGES:
-I removed the players health really, I like games that are one shot, because it’s subjectively more fun, I’ll make the player death a little more explosive if I have time. I’ll probably make them have three health but that’ll change when I do attack balancing
-made the lil guys attack timer shorter, makes him more dangerous.
NEXT TIME PLANS:
-hopefully in one day (ima lock in rq)
-gonna add a flying enemy,
-literally just a tad fly, like 5x5 pixels, it’ll look at the player and fire acid that’ll kill you
-i might change the death animation to be more BOOM (IYKWIM) :D
-my goal is too complete the flying guy 100% tomorrow, but I got other stuff to do so we shall see
-also it’ll be nice to not have to do major animating besides literally 6 pixels splaterring
-if extra time, I’ll make a weird egg thing that turns into the fly
THANKS FOR READING!
as always (not really) go make some interesting, and uh learn something new every day please
(P.S I made some changes after I took these videos so it still looks and feels kinda bad but not actually rn)
~Wilfred
Little enemy beginnings
I haven’t actually finished anything yet, but I need to devlog anyways, but I have started to finish the second enemy, which is also the framework for more.
player movement is complete!! 
went on vacation, so fell behind a bit, but finally got this done. I spent a lot of time thinking on how to make player movement good, and then thought of my BOTW playthroughs, where you can either hold your attack and have a powerful slash, or click fast and hit three in a row.
First addition!:
Ground pounds were pretty interesting, all it does is forces the player down hard if they attack in the air, decreases stamina, and then hits the ground, I added a dust cloud that explodes when he hits the ground, which just plays the animation and then disappears.
I had to do some fenagling with this because the code knows when to start the animation because the player will be ground pounding and on the ground, which starts the poof and then stops ground pounding, which also keeps the animation from playing multiple times.
SECOND:
Annoying stupid player attacks. 
Tried to finish this in a day, so I was working till 11:00 at night, but I got the animations done and what not. When the player hits/holds the attack button, it starts a stopwatch that increases, when the player releases the button, depending on the time on this timer, it will either play the first of 3 quick attacks or the big attack, which does more damage. If the quick attacks are chosen, the first one will play, three things happen when thats starts, 2 timers start, and player velocity increases to 500.
at the end of the attack, there are three things can happen, the player can wait until the animation ends, they can attack again, or they can walk to reset the attack earlier than waiting, the first timer forces the player to wait to cancel the attack by walking, and the second one stops their velocity so they jolt forward.
at the end of the animation, a function is played that:
starts the reset timer for the attack
A variable increases that sets the next attack to be the second or third in the sequence, instead of the first
and a if statement that resets the variable to 0 if it gets to 3.
Theres some other details for weird situations, like falling off the edge and ground pounding while attacking, or the variable not resetting weirdly. But all of that was like an hour.
Thanks for reading:
Play my game when it comes out so I have a reason to finihs
Also I need a name for the game (please, I suck at naming) 
and go play Legend of Zelda (or Just Cause 3) (or research operation Just Cause) #USinvadinglatinamericaAGAINfornoreason 
P.S (I was gonking on being up till eleven, but I did like 3 hours of animating and coding in like 30 minutes while being food deprived and barely awake because deadlines = lock in, so if you need to lock in just don’t sleep ig
)
also, I’m technically not done ‘cause ma boy needs a sawed off before I’m done here Yee Haw 
MOVEMENT PART # (3) les go
took me short time, it’s ten o’clock im tired, pretty simple stuff. If player is sprinting and the crouch button is pressed, the normal function is overridden and a slide is activated, this just sets the animation to slide and the X velocity of the player to a high number.
There’s some other code for just general quality of life, like stopping if you hit a wall and keeping you from changing directions, but the REALLLY cool part is jumping.
Like in real life (trust), while sliding the player will jump further, which permits some cool movement combinations, like vaulting over gaps and climbing 4 block walls. I have to work out stamina changes depending on jump strength and stamina decrease for vaulting, but the movement getting pretty fleshed out.
P.S, after I took the video, I changed the sprint stamina decrease to be a consistent decrease instead of being choppy like in the video, it’ll be in the next log, but it was just quality of life.
NEXTS STUFFS:
-dash
-enemy lunge
-stamina from hoisting and slide-jump stamina increase
Thanks for reading!
Crouching!
#2 in the player movement chronicles!
Surprisingly, I also managed to create a whole new 5 animations! slide, crouch idle, crouch walk, and the sledge versions (not slide cause ya can’t sprint with sledge). I implemented all but the slide, which’ll take a long time, so I’m going to keep it off a bit. This was really straight forward to add, and for the first time in a long time, i had like only 1 problem
. I really just had a piece of code that asks, “did ya click the crouch button?” and if so, it toggles crouch. IF (and only if!) the crouch is on (or “true”) the idle and walk animations are switched to their respective crouch variants, and the normal player hitbox is replaced by a shorter-er-est one.
To bar the player from un-crouching in the midst of a tunnel, I added 2 new raycasts to the front and back of the players head facing up, these casts detect if there is a block above the player, and if either one of them detects anything, the player is unable to un-crouch until they are unshielded. Another quick thing I had to fix a bit was the raycasts detecting the player, which broke EVERYTHING
so I just turned good ’ol collision mask/layer 20 into the super-cool (ALL-NEW
!!) “player raycast collision!!!” which just only lets them interact with the floor and boxes, so yippee
NEXT STEPeths!:
-slide ):
-enemy lunge
-other player attacks (only hard attack right now which is bad)