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Accursed_Drifter

@Accursed_Drifter

Joined June 1st, 2026

  • 11Devlogs
  • 3Projects
  • 1Ships
  • 15Votes
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31m 1s logged

Devlog #5
It’s been a bit since my last devlog but during that time I’ve been creating a bunch of the lore for my game and I’ve also recolored / redesigned a bunch of my assets (although there is still more to go).


Currently I have a base for how I want my character to look like, I did originally want to have a very detailed character but after recoloring him and it took over 4 days to do just that I’ve come to the realization that if I want to have this as a playable demo before stardance ends I’m prolly gonna have to try my best with the free resources I have access to.
(I still don’t know how I feel with how the player looks against the tiles)


That being said, I think next I’m gonna make a few actual levels so that I can start working on integrating lore into the game and give it life.

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4h 23m 36s logged

Devlog #4
Since my last devlog I’ve added a few new features that I think can be really useful when I end up adding lore and purpose to everything later


The first thing I worked on was changing around my animations for right now as I found an editable sprite template on itch.io that i wanted to use so that making an actual character later may be easier.
The next thing i worked on was having an attack combo to give the player more than just one attack.


the final feature i worked on was making levels. This was by far the hardest thing to code into my game and it isn’t even close. It took multiple tutorial videos and many hours to get all of the code correct and actually working. Now that it’s done though, i can begin experimenting with different free tile sheets to find what type of style would fit my game the best.


Next i think i’m going to attempt to code what i believe will be an even harder feature than levels, save states. However if it goes how i think its gonna go i may just end up working on making a main menu system (aka a pause button that works).

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2h 15m 16s logged

Devlog #3
It’s been a while since my last devlog as i took a break from coding for a few days and writing the code for the enemy ai took a while.


So far i’ve finished giving the enemy a basic attack and giving it the abaility to agro the player. Once the player gets close enough the enemy will try to chase then and once they get even closer the attack sequence begins.


Next i’m going to work on polishing the current code I have and work on more advanced things for the player like giving him more moves.

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3h 5m 54s logged

Devlog #2
Today was mostly spent redoing how I had the animations structured in order to add some new ones like attacks.


After I got finished with the rabbit hole that is animation trees, I finally got a basic light attack finished and i was able to make a test enemy to work on the code for taking damage from the players attacks.
The player can now attack anything with a specific function and deal damage to it. This test enemy in particular doesn’t do anything besides takes hits and perish


Tomorrow, I think I am going to work on making the enemy have its own attacks and work on adding agro to the enemy.
As this project grows I am starting to get a feel on how I want this to be and can hopefully start working on assets soon.

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7h 20m 29s logged

Devlog #1
I am making a godot game in order to learn GS script


Currently i worked on making the base for some features like; movement, double jump, wall slide + jump, basic enemies, and a npc dialogue system.

Next I need to go over all the code i’ve written in order to polish some bugs and make it neater.


The current assets are mostly free assets from itch.io but once i reach a certain point im gonna make whole new sprites and tile sheets.

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