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Station F

  • 7 Devlogs
  • 10 Total hours

A game where you are an astronaut propelling themself around no-gravity with the recoil from a gun. Shoot wisely though, as too many shots will break the ship!

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2h 7m 53s logged

So apparently i lied about not being bothered to add in the wall-push, because i did that today. I also found a tileset i really like, but it doesn’t have corners that look great when connecting hallways so idk if i will use it :[[[[. its tile size also means that godots autotile doesn’t work, so i spent a solid half an hour just making it snap to the grid properly. Because the wall push moves you towards your mouse, but the gun recoil pushes you away from it, i decided to add a little arrow that shows you your next movement. Suprisingly, this was significantly harder than making the wall jump/push itself as the godot forums really didn’t want to tell me how to flip an angle. I still don’t know how, i’m just recreating the players velocity calculations except i don’t invert it so shows the actual right direction. as with everything, it’ll eventually look good, but two godot icons will have to do for now. Here’s me testing a room with the new tileset and arrow :]. next up, im gonna add a background and then… well whatever i say im gonna do im just gonna get sidetracked and do something else.

So apparently i lied about not being bothered to add in the wall-push, because i did that today. I also found a tileset i really like, but it doesn’t have corners that look great when connecting hallways so idk if i will use it :[[[[. its tile size also means that godots autotile doesn’t work, so i spent a solid half an hour just making it snap to the grid properly. Because the wall push moves you towards your mouse, but the gun recoil pushes you away from it, i decided to add a little arrow that shows you your next movement. Suprisingly, this was significantly harder than making the wall jump/push itself as the godot forums really didn’t want to tell me how to flip an angle. I still don’t know how, i’m just recreating the players velocity calculations except i don’t invert it so shows the actual right direction. as with everything, it’ll eventually look good, but two godot icons will have to do for now. Here’s me testing a room with the new tileset and arrow :]. next up, im gonna add a background and then… well whatever i say im gonna do im just gonna get sidetracked and do something else.

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31m 11s logged

Didn’t do much today but wanted to get some time logged. also want to use this devlog and devlogs beyond it as a place to write ideas.

I made a bunch more areas, and made the map feel much more connected overall. Because of the whole rooms exploding thing, i want most rooms to have at least 2 connections, so that exploding one room doesn’t lock you out of progressing unless you explode a few more.

this map isn’t done, I want it to be at least twice this size, but this is good enough for now. An issue I’m definitely going to run into is trying to the get rooms to have different purposes once i get to making more rooms. The bottom section of the map is a living area where i can put a buncha bedrooms, but i have no clue what rooms are in a spaceship. Ive got a laboratory, an engine room, living space, bedrooms, galley, armory, wing, workshop, and i’m running out of ideas. I also think i would be fun for the final room to be the cockpit, so that’s taken.

As for next steps, the map is feels sprawling and connected but it’s also very same-y. I wanna add some stuff into the rooms, a system that lets the player mark where they’ve been, and hollow knight style shortcuts to reward exploration. I also have this idea in my head that i have no clue if i can be bothered implement, where instead of bouncing on walls you stick to them and can push off them without using up any shots. It makes the tight hallways actually playable, but i have fun ideas about story and giving the main character dialogue when it enters certain rooms as little story hints that I wanna do first.
I’m not super happy with the size compared to the player, but that’s an easy fix.

Here’s the new layout after the great version purge.

Didn’t do much today but wanted to get some time logged. also want to use this devlog and devlogs beyond it as a place to write ideas.

I made a bunch more areas, and made the map feel much more connected overall. Because of the whole rooms exploding thing, i want most rooms to have at least 2 connections, so that exploding one room doesn’t lock you out of progressing unless you explode a few more.

this map isn’t done, I want it to be at least twice this size, but this is good enough for now. An issue I’m definitely going to run into is trying to the get rooms to have different purposes once i get to making more rooms. The bottom section of the map is a living area where i can put a buncha bedrooms, but i have no clue what rooms are in a spaceship. Ive got a laboratory, an engine room, living space, bedrooms, galley, armory, wing, workshop, and i’m running out of ideas. I also think i would be fun for the final room to be the cockpit, so that’s taken.

As for next steps, the map is feels sprawling and connected but it’s also very same-y. I wanna add some stuff into the rooms, a system that lets the player mark where they’ve been, and hollow knight style shortcuts to reward exploration. I also have this idea in my head that i have no clue if i can be bothered implement, where instead of bouncing on walls you stick to them and can push off them without using up any shots. It makes the tight hallways actually playable, but i have fun ideas about story and giving the main character dialogue when it enters certain rooms as little story hints that I wanna do first.
I’m not super happy with the size compared to the player, but that’s an easy fix.

Here’s the new layout after the great version purge.

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46m 57s logged

Very proud to say im back where i was like an hour ago. mostly. I stil lost all those levels i made, the levels look a lil wrong and they have no tiles or anything, and the lighting is gone, but other than that the rest has been restored. Having learnt the hard way, ive made a github repository.

Very proud to say im back where i was like an hour ago. mostly. I stil lost all those levels i made, the levels look a lil wrong and they have no tiles or anything, and the lighting is gone, but other than that the rest has been restored. Having learnt the hard way, ive made a github repository.

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1h 17m 19s logged

I was working on the tilemap and UI and both decided to just, like, die. I spent ages making UI and tilemaps, exit godot to add a devlog, popups come up saying that the files have been edited externally, i press idnore, it just keeps popping up, i press load file from disk, it turns the nodes into copies of the player for some reason. I didn’t touch my files, it just did that. Its not like ive made no progress anywhere, i made much better room detection system and all the scripts were unaffected, buts its super frustrating to spend 30 minutes drawing out tiles to have all of them deleted. I’ve tried reverting files, but nothing working. Long story short, 1 step forward 2 steps backwards.

I was working on the tilemap and UI and both decided to just, like, die. I spent ages making UI and tilemaps, exit godot to add a devlog, popups come up saying that the files have been edited externally, i press idnore, it just keeps popping up, i press load file from disk, it turns the nodes into copies of the player for some reason. I didn’t touch my files, it just did that. Its not like ive made no progress anywhere, i made much better room detection system and all the scripts were unaffected, buts its super frustrating to spend 30 minutes drawing out tiles to have all of them deleted. I’ve tried reverting files, but nothing working. Long story short, 1 step forward 2 steps backwards.

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1h 45m 31s logged

Got it to count down the number of hits needed for individual rooms. still doesn’t do anything, but i have all the code to detect it.

Got it to count down the number of hits needed for individual rooms. still doesn’t do anything, but i have all the code to detect it.

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38m 16s logged

tried to get the collision on the level working so that it actually does something if you shoot too many times. Couldn’t get it to work today, but i think i know how to fix it next time.

tried to get the collision on the level working so that it actually does something if you shoot too many times. Couldn’t get it to work today, but i think i know how to fix it next time.

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2h 42m 20s logged

Started making the first level and got the movement working. Also added lighting for fun. Next steps are to add an actual objective (Enemies or sections designed to be tough with the movement)

Started making the first level and got the movement working. Also added lighting for fun. Next steps are to add an actual objective (Enemies or sections designed to be tough with the movement)

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