you’re gunna hate me.
we’re back to 3d. I had to remake my project cuz the old framework wouldnt work with the shift, so we’re working on a basic engine before anything big.
you’re gunna hate me.
we’re back to 3d. I had to remake my project cuz the old framework wouldnt work with the shift, so we’re working on a basic engine before anything big.
I hate coding. I decided to remake my game in 3d, right? fix the physics, get everything together, make it great! But then i realized that I dont know anything about 3d modeling or Godot 3D. so we’re back at square 1. BUT i did get the guy’s arm to follow the mouse cursor so thats a win!
I’ve made a system of room generation that will spawn rooms in via a branching generation method. I also made “Heightmaps” which allow me to make rooms much easier
been working on a new 2d Isometric dungeoncrawler game. Been making a little tileset: take a look at this! made all these myself, and made all angles (that I would need)
I’ve been working! (filmed live on twitch.tv/totsllyrandom every tuesday night)
I’ve added:
Most of this coding was done on Twitch.tv/TotsllyRandom Come watch on tuesdays!
I’ve made a playable build! You can play it here! https://github.com/TotsllyRandom/employ-os/releases
If you find any problems or have suggestions, please leave them in the issues section of the Github!
I’ve added an actual gameplay loop! I’m going to polish it, add modifiers, upgrades, etc. later on. I also want to make the customers more realistic.
Some settings in the settings menu don’t work yet, but I’m actively adding them.
Finally made the apps semi work!
I did it over stream on twitch, so check my bio if you want to watch next week!
I made a contacts app, loan officer app, and an “invalid” app for warnings later on.
The customer globalscript will make a customer’s data to show to other apps when needed.
The contacts app will show personal things
The quickloans app will show money things (later on)
this was a good bit of work im not gunna lie
I’m making a game where you work a desk job in a fake OS. I want to one day add multiple jobs that you can switch through, mod support, and a customizable desktop for everyone to have their own way to play. Each job would find a different game genre’s group as it’s own.
Today, I’ve worked mostly on the system’s window system. Using Godot’s built-in window nodes, I saved time, and now I just have to make the app scenes.
My next order of business is to use my global application script to set basics for each app. such being minimum size, title, connected jobs, etc.
I’m gunna be really honest. I got so bored making this project as of a few days ago. I added the tile editing and that’s the last thing I wanted to add. I want to finish this one day, but today is NOT that day. Feel free to check the itch page, and add suggestions, but I’m not going to work on it for a while.
I haven’t finished my tile system. BUUUT I got it exported for IOS! NOW: I haven’t got the funding to open my apple dev account just yet, so I’m more-or-less waiting to see if I can get enough hours to snag that from the shop here. Otherwise, I’ve gotten it to expand to the screen’s size on both PC and IOS! It looks great. My next order of business is to add a placement menu to place items, then to make resource generation, then finally to add save/load features for the demo to be done!
I’ve decided to lower my scope, and make the terrain only 1 size. this will lower how it looks (on a coolness scale,) but will make it easier to code and draw. I can always add this back later.
I need YOUR feedback! do I:
A - allow tiles with placed-on houses produce resources? this would shift the meta to have FULL house layouts.
or
B - NOT allow placed-on tiles to produce. Production would happen from the 6 tiles surrounding (if one of the tiles is producing, it must have a house surrounding to give resources.)
If I choose B, should I add a distance rule, like in Catan?
I’ve been working on the placeable item system. My artwork for it is a bit wonky, but I’m just making things that work. The idea here (as of now) is that each tile can hold one thing, then that one thing chooses which sprite fits the tile’s height and slaps it on there. Building buildings will remove the natural stuff on top, and the tile cannot produce resources anymore.
I’m not done with this system however. I need to remake it so that the placeables are a separate scene so that I dont have to make 3 for each item (one for each height.)
I also need to add paths, which I’ll probably turn this system now into that)
This is what it looks like now. Everybody say “hi little house”
i’m going to work on the better system and the paths before I post another devlog
I’ve been working on the biome generation!
It sucked to work on, I’ll be real, but now it’s done!
Here’s the system. Each tile is made and can choose to be a part of a biome clump nearby or start its own clump. Then, after every tile has a clump, we go through each clump’s data to see if it has more than 7 tiles. if so, we change tiles into new clumps until it only has 7. This makes each clump have anywhere from 1-7 tiles, keeping the biomes small but not consistently single-tiled.
The biggest issue (which isnt a big deal) is that two clumps of the same tile can spawn right next to each other. Im not sure if I’ll change this later.
Also: I have variables set up for min and max amounts of clumps for each tile. I need to enforce these, but I’ll do that later.
Next: I want to make placeable paths and buildings.
attached are images of the current game, showung the terrain generation and one image of the largest script I have so far.
Added some more tiles, to actually make it work well.
I’m planning on adding more clumped biomes before anything else, and will do that probably tmrw
Some basic art for the game, as well as some placeholder tiles for the other tiles-to-be (don’t mind the project setup it’s a little rough rn.)