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!
My game uses a fair few tweens and they don't work because the property "pos" got changed to "position". A simple but slightly time-consuming fix hehe
Notably in this picture I can see the tween function that animated the tiles isn't working and the shader needs re-writing. Those are the next jobs to fix!
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
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.