Footprints in the snow! Bit of a nightmares since they have to face the right direction, but they’re happy and working!
#gamedev #pixelart #solodev #indiedev #indiegame #godot #TheUniverseOfDeath

Footprints in the snow! Bit of a nightmares since they have to face the right direction, but they’re happy and working!
#gamedev #pixelart #solodev #indiedev #indiegame #godot #TheUniverseOfDeath
Heavy snow effects working!
I made snow piles and added them into the “rain puddles”. They need their own foot prints, but this was pretty quick work!
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Second form for the ghoul, after they’ve eaten a corpse.
+ damage/ + speed
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Spiders!
About 80% done with them? I’m putting a bit of extra time in these guys since I’ll be shrinking/ cleaning up/ reusing these frames for smaller spiders too.
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Oh! I am a fool:
Early on I added the flag animation frames to the goblin towers, assuming empty space/ pixel art size didn’t matter, but i guess that’s what the game crashing giant texture file is!
It’s good to learn lol
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Achievements have turned out to be much more of a nightmare than expected: but I’ve finally got godot to talk to steam:
Should be fine, but achievements aren’t activated prerelease so there’s no way to know for sure yet.
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Steamdeck test, performance is better than ever! No issues, with weather and all enemies on!
There’s a slight frame slow down when you fire a charged multishot, but that’s kinda nice and adds juice so might just leave it
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I think I found the problem!!!!
It didn’t like nestled particle effects, even when not emitting; but turning them invisible and having them turn on when on screen seems to have fixed it.
Look how small that spike is now!
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Checking performance; I think I can solve that load in spike…
I fixed the error messages from the tilesets. No performance improvement, but it is nice to get rid of those error messages that were driving me crazy.
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So I had the quick idea to just mirror the portrait art to the equipped armour art, which made this INFINITELY easier to program than I was worried about!
Commons done, working on art for uncommons next.
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Ok, I’m going to bite the bullet and do it: Character portraits for the pause menu with weapons and armour that change.
It’ll help draw more attention to the inventory system.
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Testing the persistant world:
If the players leave enemy range, they march towards the town.
Rescued npcs will also go to town to help defend.
Performance feels fantastic! Doing final tests and reuploading the demo.
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It’s running so well now, and I have so much more wiggle room if I want to add any more unplanned energy intensive things later.
It thinks there are errors in the tilesets, but I solved those in a round about way early on.
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Updated Godot and it has informed me of bugs that existed but for some reason weren’t problems earlier?
This is good; it should solve the mysterious loading problem, and I’ve got the spike below 400! It runs so smooth now!
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Achievements!
Once I get this done, I can go back and add them to Roid Chimp. It was nowhere near as difficult as I was worried about.
Knock on wood until after testing of course.
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I’m procrastinating on some backend stuff, but I’ve put so much time into this animation.
I will end up using it, so it all feels productive. Eventually.
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In process!
I’m going to have an RE type “collect the pieces of the relief sculpture” to unlock this in stages, which will be a portal to…. Somewhere.
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Making a boss ghost!
I can really go to town on the death animation since there will only one on screen at a time, but the rest of the movement animations are a bit of a nightmare at this scale.
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Sorting out achievements! I think it’s a lot easier than I’ve been dreading.
I hate backend stuff so much, I’m always worried I’m going to break something.
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A little behind the scenes look at how I (dis)organise my sprites as I work on them.
I really need to start labeling all my files properly.
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