The port to #GodotEngine 3.0 RC1 is going well!
Sorted the team shader and whole bunch of things! Looking almost like it was in 2.1.4.
Audio and a few other things are next to tackle!
@Vallar Is that your own profile pic or the default one? ;D
This includes prioritising my #JotswayCanyon to-do list for when I get back! I think I'll add the progression system for 0.5 BUT only have one class to begin with with more coming in 0.6
Phew not much time to work on #JotswayCanyon recently! But the longer I'm away, the more productive I am when I get back :D
It is known.
Aaaaaaand now I'm making a pull request for the #GodotEngine demo projects.
Sorry, game. Coding will have to wait until tomorrow! :) Miss yoooo
Some free time this morning. Do I work on my game or try out @godotengine 3.0 beta?
I've decided to just have 1 primary class that the player can upgrade. It feels more personal and focused.
Enemies will drop Gold which can be used to buy upgrades for their class, items or even mercenaries to pad out their team.
This system will be added in 0.6!
I'll keep 0.5 simple and just add a bare-bones Adventure Mode that can be added to as that's already a big enough job hehe.
Gotta be careful with scope creep in this update! :D
Godot 3.0 beta 1 is out! Excite!
Hmm I'd like to have the player choose a party of 3 heroes.
That means on the first stage, the play will have 9 skills to get used to which doesn't feel great.
To avoid skill information overload, heroes start with 1 skill and unlock the rest of their skills within the first few stages.
I hope this helps the player get used to them without limiting them too much.