Today was one of my biggest learning days with Godot so far. I spent most of my time understanding how the engine handles player mechanics, animation state transitions, and level construction, and I am very happy with the progress I made.The achievement I’m most proud of today was creating and integrating a completely new charged heavy attack for the player. Instead of simply reusing an existing animation, I designed a custom pixel-art sprite sheet that matches the style of the rest of the character animations and successfully integrated it into my animation state machine. I updated the player controller to support a dedicated HEAVY_ATTACK state with its own animation timing, input handling, and state transitions, ensuring it behaves independently from the normal attack combo while remaining compatible with the rest of the combat system.On the level design side, I completed the entire layout for Level 1 using Godot’s TileMap system. This involved constructing the full traversable floor, shaping the terrain, and ensuring the level can support future gameplay systems such as combat encounters, checkpoints, and environmental hazards. Moving to a TileMap-based workflow has already made level creation significantly more efficient and scalable compared to manually placing collision objects.Although the level is not yet populated with enemies, I implemented the first checkpoint by placing a shrine/statue that will serve as the player’s respawn point. Since checkpoint systems are a core part of Souls-inspired games, getting this foundation in place was an important milestone for the overall gameplay loop.Tomorrow’s goal is to begin populating the level with enemy AI, obstacles, and combat encounters. Once those systems are in place, Level 1 will become fully playable from start to finish, allowing me to start balancing exploration, difficulty progression, and combat pacing.
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