Planet Trotter
- 16 Devlogs
- 59 Total hours
An interplanetary exploration game with a story deeper than you think.
An interplanetary exploration game with a story deeper than you think.
I tried adding a new game button. It did not work.
the last for the last month or so and recorded 6 hours, I’ve been trying to create a system in my game to reset the player’s save. I SEVERELY underestimated how hard it’d be. It really is weird what gets you caught up in a project, if you wanna know more about my prosses and possibly help you can read below.
So first I thought it would be as easy as deleting the save file that is already on the player’s system, that not only crashed, but after I fixed all of the bugs and errors I noticed it completely destroyed the saving system and the level loading system with it. after hours which turned to weeks of debugging, I figured it wasn’t worth it. At least not right now, this is a challenge I’ll tackle another day, or at least when I don’t have a time limit.
But as they say, failure is apart of the process and I’m okay with that.
Changes:
Changes:
Changes:
Made a checkpoint System
Made a “return to checkpoint” button
Changes:
Changes:
Here are 2 level layouts and their renditions/ filled out versions
Changes
Changes:
-Added a placeholder level transition/ loading screen
-Finally made level spawn points work
-Added textures/ replaced placeholder platforms with actual assets
The 2 photos are an example of making something unnecessarily complex. The few lines of code I used where the whole reason that the level spawn points took weeks the work out. So make sure you understand your code so you really know what’s actually helping and what’s bloat and holding you back.
Changes:
Life Update:
To explain the big gap in updates, I got burnout. while working on the project I ended up working too hard and too fast, and a certain point I stopped to take a break and couldn’t bring myself to work, but I’m back now and won’t let that happen again.
Devlog 8:
Did:
-Started w/ fixing coyote time
Reworked jump to make coyote time work
Remade double jump by making double jump variable
-Make System for changing levels
Used signals w/ parameters to send path to next level
-Fixed up collectables
Turned of collisions for .1 seconds so collectables won’t be collected on start up (hopefully)
Changes:
-Cleaned up backend more
-added coyote time
-make scene/ level changing work
Changes:
-organized file system and scene tree
Changes:
The sliding was strange to add, but I ended up figuring it out. Adding this I’ll make the game’s movement feel more fluid, like celeste. Later I’ll make a momentum system to increase the slide and the dash distance depending on speed
Changes:
-Added camera zoom
-Added collectable counter
The camera zoom feature is mainly for testing, but I though while I work on a map system I’ll give a pseudo map that make traversing the test area easier.
Changes:
-Polished movement
-player jumps off of walls
-dash is stronger
-Added collectables
-Added camera movement
The collectable system was the most challenges from collision errors to tracking & counting collectables, but I did figure it out and learned how to signal between scripts at the same time.
I also learned about the camera positioning smoothing option in Godot which cut out a lot of learning and trial & error that I would need to figure out.
I and a couple friends are going to create a game about venturing unknown planets in search of a new earth to inhabit
To start off I created a simple movement system with a double jump, dash and wall cling mechanic.
the dash was hardest to implement because of all the small hiccups and things to keep track of, but I did manage to get a hold of it after a lot of trial and error.
I started this project with the aim to learn composition and I’m happy that I was able to implement that into this project. If you don’t know composition makes your code more readable and modular.
As you can tell there aren’t any sprites, but there will be in the future, but for now the Godot logo will be my placeholder.