godot 3.1 project for the godot wild jam 7
the jam theme is: possession
godot 3.1 project for the godot wild jam 7
Right now, arrows pass through objects. It'd be better if they queued_free or changed their state to stuck and stopped moving.
make an area2d near grandpa. If you get 3+ sheep in there, you get some sort of payoff.
Either their collision boxes are too large or the hallways are too small.
I'll try opening up the hallways.
There's no reason players should have to click rapidly. Consider changing it to a fire/don't fire toggle, or hold mouse to shoot.
Modify the day theme so the text in the options menu is a bit easier to read.
Ramp up the difficulty a bit. There's no real challenge, so players just blow through the material, then wonder why it's over so quickly.
small thing, but easy to forget.
Need some type of evil-in-a can seal which keeps the cave closed until Friedrich discovers/opens it.
Sometimes a live entity will walk behind a corpse. That shouldn't happen.
We can either move corpses to a lower position_in_parent(), set their z-ordering manually, or ask the level to spawn corpses in a better container.
A collection of random rooms should work.
Something like binding of isaac: https://www.youtube.com/watch?v=nADIYwgKHv4
balance out the various SFX/music tracks etc.
remove the label that says "press esc for options", or remove the escape key from the dialog box behaviour.
Flaming skull still wasn't hitting the player, even though the script is set to detect the player's hit box and not just their small collision area..
To cheat / fix it I increased the size of the players collision area. (It won't be as cool when you can't walk in front of trees, but it's more important to have combat feel right)
It's not really important for the jam, but if you want to continue development on this, you'll need the sheep to move into open areas more often. They currently stick to the walls too much.
What happens if you kill the boss demon?
We need a bittersweet epilogue.
You won, but everyone you love is dead. So now what?
The walking sprite is the one with arms, but the player is still holding the bow.
If the npc wants to offer the player an axe, it should show the axe somehow.
He seems wimpy. He should be much bigger. And wiggle around a bit.
One of the players thought the arrows were overly large.
I set them large based on "The art of screenshake" presentation from Vlambeer, but maybe the large projectile size doesn't fit the aesthetic.
Find a way to lock the mouse to the window, or autopause the game if someone clicks outside the window.
Cyril produced a large number of audio tracks and sound effects. None of them are in the game yet. Add them.
make sure the paths the player can walk on are working properly, so that the player does not get stuck at corners/hangs in walls.
I think after we added the initial velocity to the player projectiles, it messed up the direction.
One possible solution would be to take out the initial_vel, ramp up the speed of the arrows a bit, then extend the collision box a bit past the back and front of the arrow.
The boss battle is kinda boring if Baphomet is just a powerful version of the ranged enemy. Maybe the big boss should spawn waves of imps or minor demons.
There's no corpse for the fat demon-priest, or the skeleton archer, so enemies are leaving the wrong corpse.
We could add 2 new corpses, or we could remove all the corpses and just leave a bloodstain.
The flock of sheep run straight into an invisible corner near the cave. It seems odd.
Give each "room" a purpose, and some relevant scenery.
Monsters present should reflect the purpose of the room.
Neither the enemies nor the player make a sound when they get hit.
They probably should. It has to be immediate though. No delay between hit and audio.
Or at least let the player choose an answer
The skeleton archers arrows don't always appear where you'd expect.
When you exit the caves, you reappear on the wrong side of the farm.
Add spawn_coordinates to portals.
If you go through the night-farm (everyone's dead) and into the caves, when you exit the caves you'll be back in the day-farm (everyone's alive).
It feels weird that shots go through walls.
I tried setting the collision mask on the various projectiles so they'd detect the walls in the caves, but that lead to artifacts where the projectiles would disappear as soon as they left any tile. It's something weird about the tilemap collision.
May or may not be solveable.
Night farm is too pleasant. Add the background from Josef.
Maybe throw a semi-transparent red texture over the camera or something.
Intreprid players might go into the caves and try and rescue the sheep there.
Currently, they can drive the sheep to the portal, but it never goes through.
when I tried to balance all the SFX & music I made sure to set all music tracks to -18db and all the sfx to -9, also I set up the correct audio bus for the audio players. in the exported version however, the skeleton archers sfx are way too loud and the fireballs almost not noticeable.
remove the non-pixel art. Make sure all the art has similar aesthetic.
a player commented that when you kill sheep, the corpses aren't there / in the same place when you get back to the farm.
The lack of persistence breaks immersion. We should figure out how to save the state of the day farm.
There's leftover expository text from early dev phase.
The skull could be brighter. Don't modulate it.
The orientation is rotated (like arrows), but that can lead to upside down skulls.
Maybe fix their orientation somehow.
In a twitch stream, a player running through the game lost interest frequently (partly, due to distractions from the audience). I have to think if the game was more engaging, they would have paid more attention. I think the notion of farm-sim'ing put them off. They didn't want to herd sheep.
Maybe they need a call to action straight away instead of any requests to herd sheep.
The boss gets hung up on walls because he heads straight for the player.
Consider adding a few random movements into the boss.
Or disable his collision interactions with the tilemap/tileset, so he can go anywhere.
They basically do the same thing, except for their attack.
Right now, anytime we want to change enemy behaviour, we have to do it in two places.
A declarative, efficient, and flexible JavaScript library for building user interfaces.
๐ Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. ๐๐๐
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google โค๏ธ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.