The game is out! I named it PiratINK like I said in previous devlog. I added some stuff, here it is:
So now there are 3 random sprites for exp. No more yellow rectangle! It’s random, also random scale and rotation so every loot looks unique.
There were a lot of trash files. I stored there every animation frame, even though i had spritesheet ready. Also code comments and prints.
No more green dot. Now I use special icon with shader!
I think it looks good enough.
There is not much there, but small description, instructions and links are inside.
30 hours is so much for me, I thought I will be working on this for 10? maybe 15 hours… That took a lot more time, but still I think i made really good job in quite small amount of time. Yesterday I was so excited i didn’t record 2 sprites I draw… Ooops. I made resprite for rare card and cross icon…
I had so much fun… and sometimes hard time, but overall it was fantastic. Check out the game <3
I think about… PiratINK….. Yup y’know. Pirating and INK. Something like that.
As you can see in the video there are small animations in it. The waves show in music beat (but for some reason OBS wasn’t recording the intro of music?), then Ship arrives. It floats on the water, synched with waves moving. I think it looks awesome :D
There is music now in my game! I used sonatina - infinity-crystal (its on itch). I love how it sounds. This RPG music is doing well in my project and you can feel the battle on the sea.
Last enemy i had to draw. I think it looks good enought. At first I wasn’t so sure about it, but now i think it’s okay.
Now there are 6 unique sprites. Also size is random and rotation of each ball, so every feel unique.
A LOT of bug fixes, game feel etc etc. I hope you will like the game! I’m so close to release and I’m really really excited! Have a great day!
I’m now using a different scene for selecting upgrades. You can see 5 different card borders (dont look at the rare one, it was a placeholder and it looks terrible, so I will change it in the near future)
It now works perfectly fine! Last time enemies could run away from you instead of slowing down. Other really weird things kept happening… But now everything is under control
I have 8 categories of upgrades, but you can get them in different rarities, so you can get a lot of power ups and debuffs to use on enemies!
You can disable: camera shake, water; And you can enable player stats (i don’t think it will have any special styling, just plain text for nerds idk :D)
As always -> 3 frames for an enemy sprite. I wonder if the player should be able to upgrade their ship to this one… Maybe in some super-giga-epicly-legendary-1% upgrade.
It’s not that big, but not only the ball disappears when it exit your screen, but also after +-3seconds. I had to make a small animation for it, because if you have a really big camera zoom you could see it just popping up in the middle of nothing.
It’s small a thing but i think it feels better now with it implemented
I made a lot in those 6h, but school started and sometimes i had to just write code for 5 minutes to get the streak… So I kinda don’t really remember the mini stuff i did lol. But it’s there!
See ya on the sea or something <3
I (again) made a lot of stuff. The school started so… Nothing will change (i hope) and I will still be able to work on my small game :DDD.
Major things are:
You can now draw upgrades cards that change enemy stats! I’m using global scripts to do that, I think the idea is cool and you will be able to combo it quite easily with player’s upgrades
I made two things for this enemy:
Middle cannon works differently from Left/Right cannon -> enemy DOES NOT rotate before shooting at you. I think now it looks more realistic? idk
Sprite is kinda cool. I like the oars animation… It’s silly but i like it
In Level Up Menu you can now see your upgrades! The style is only temporary (i know it looks awful but i will change it! Promise!). I had troubles making this one because menu in godot is just pain…
I did a lot, even small changed matter to me so i’m happy i improved some other, smaller things
Most of them are really small changes that had to be done to upgrade the experience.
Mainly:
Now you have chance to get a card based on its rarity!
# 0 - common; 1 - rare, 2 - epic, 3 - legendary
const RARITY_WEIGHTS = {
0: 40.0,
1: 30.0,
2: 20.0,
3: 10.0
}
So it randomly chooses what cards are left and shuffles them!
I mean it’s only two bars but they work perfectly fine. They have small animations and are connected to the player.
Player has an area where you can collect the exp and it will go straight to you! It’s a small circle and if you catch exp in it, the exp will go into your ship
There are over 20 things i have to do… I know this devlog looks crappy, like i didn’t do that much but trust there are A LOT of small changes.
I hope you like it!
I have much work to do… So i started with probably the major update in this devlog:
It was simple at the beginning: Enemy just moved directly at you, and as you can imagine it wasn’t perfect. So I added Pathfinder (NavigatonAgent2D).
Now enemies make space for each others… It still looks goofy and if there’s too many they just bump each other and still kill others… I have to manually change some properties and it will work more efficient (TRUST ME (maybe))
I drew icons for almost all upgrades and, as you could see in the video, for the cannonball. Someone suggested that player’s and enemies bullets should be different -> yup, i agree i will probably add some shading/light on yours (like in isaac or something). Cannonball sprite looks a bit static so i wanna draw like 5 of those and change it mid-air. (IM NOT AN ARTIST SO PLEASE DON’T EXPECT ANYTHING CRAZY).
I did a lot of tests and minor changes, so i know what i should work on!
I added 10+ upgrade cards (mostly for testing). You can see the stats in top-left corner.
I really like the ship texture. Even if it’s simple, I think the 3 frame animation looks really good.
I also added a shader for the water (also i made the water texture) but something isn’t quite right… I’ll be changing it later! I had to change water’s brightness… Even though i wanted the game to be only 2 colors, I think that’s impossible because you can’t see shi…p. It messes up with the player and i think darker version isn’t that bad (i think).
Pirate Rogue Like Game (late 2 day)
I added upgrade cards system, so you can choose 3 (i made only 2, so there are no 3 on screen…) and then the stats will apply to the player!
Next, I will make a lot of those cards and probably start drawing, because those color rects and godot icons don’t fit at all.
That’s all for today, have a marvelous day (or night)
Pirate Rogue Like Game (day1+2)
So i made basic systems: movement (click to move), enemies spawning and shooting. There are no textures yet but i want to try with some ink/paper design so it will look like a child is playing in his notebook or something.