"What does a completely work in progress map and cutscene look like?"
Well let me show you. I assume this is what 90% of video games look like while being made.
Trying to focus more on implementing things ASAP and worrying about finished assets later.
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Posts by VnH
Ooops almost 3 weeks without posting. Life has been busy and the games have been good. Anyway here is the most WIP thing i've probably drawn. Doing some menu work and coding and hopefully will get back to working frequently on VnH.
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Just to make sure I don't go 2 weeks without posting, been busy with IRL stuff the last week and also Leon and Grace need me this weekend. Was able to get some work done today, some basic set up for character menu and UX design work.
Here is a sprite of SeeSaw that I may not use. #pixelart #gamedev
After yesterday's slow progress, got everything working! Calling home to save works and being able to choose options in dialogue also works!
That's progress baby. I think next should be making a character menu? Last feature before just making content...
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Some days you work all day, and have very little show for it. Working on a "choose menu" where you can choose an option, such as being asked if you want to save. Bloated in places where it shouldn't be to play dialogue afterwards when I should have just reused my cutscene work. Live and learn!
Today's work was some minor bug fixes introduced and discovered thanks to loading and adding in this little sprite which needed caused me to edit the first cutscene so it doesn't show up until after it's done.
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Now that I finally implemented saving, you may ask how do you save.
Well you have to make a call to your robot butler Bo of course!
Wherever you see this icon you can give him a quick call to save. He just really wants to hear from Zero to make sure he's okay...
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As I was hoping to get done today, got basic saving and loading working! Lots of things need to be touched and have more than one save point, but was able to save the game after the first cutscene and load it up past it. Godot made it very easy thankfully.
Progress!
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Today's work was something I probably should have done a long time ago, implemented a main menu! Lot of time spent on making sure it could actually start a new game properly and linking the opening scene to first gameplay scene.
Progress!
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After finishing SeeSaw's fight today, decided "why not design a logo so I can make a proper start menu". Here is the current WIP idea. I hope conceptually it's interesting enough to draw you in and make you more curious about VnH.
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Progress update, the whole fight is playable from beginning to end now! Other than some slight tweaking of numbers and overall visual polish, very happy with it! It's fun!
Making a fun game!
Designing fights is the fun part of working on VnH. The thing I'm most happy about is that when playtesting I'm having fun playing it so I'm doing something right!
also not going to lie it took multiple attempts to record this hitless lmao
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Eventually! I'm hoping to get some of stuff finalized before I put up a Steam Page.
Designing fights is the fun part of working on VnH. The thing I'm most happy about is that when playtesting I'm having fun playing it so I'm doing something right!
also not going to lie it took multiple attempts to record this hitless lmao
#gamedev #indiedev #godot #screenshotsaturday
Now here it is, properly timed as an actual attack! (forget that i'm still testing it as I load into the fight)
Next, actual attack patterns! Also this may be inspired by Undertale but you gonna be dodging half room cleaves like FFXIV lmao
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Testing out how some attacks will look visually before implementing them. Also put in SeeSaw's idle animation. Yay for working.
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Testing out how some attacks will look visually before implementing them. Also put in SeeSaw's idle animation. Yay for working.
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And done with the idle animation!
Meet See Saw, a hero who just wants to make rent.
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Was trying to figure out how he gets around, and came to the conclusion: Man absolutely would not walk.
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Happy #screenshotsaturday
A lot of today was spent working on battle dialogue, setting it up so different characters can talk during the battle to have a back and forth.
(I have not created any of the rest of the fight other than implementing the battle loop lol)
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"You have obtained a new AP."
Incredibly happy with this work. This is one of the most important animations I wanted to get right. Just exported to show off so a bit faster than planned.
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Thanks! It's funny to see them in isolation but really glad it came together.
Ahh thank you!
"You have obtained a new AP."
Incredibly happy with this work. This is one of the most important animations I wanted to get right. Just exported to show off so a bit faster than planned.
#pixelart #gamedev #indiedev #aseprite #screenshotsaturday
I've been working all week! I got a large burst of inspiration to work on a later part of the script as I try and solidify some ideas. Everything is obviously far too spoilery too post and everybody would have 0 context so idk have one line I liked
What the kid doing
I like animating the little floating eyes, it's fun to try and make small expressions with them
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First post of the new year!
I present a very defeated slug of a man. Starting work on a very important animation.
Goal for this year is to get a very private prologue demo out and then a proper demo late this year. Working!
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Working on the initial fight and aaaaaa this is starting to look like a real game that you play! Coming up with attacks is fun! The indicator and sound made the feedback on the attack a lot better.
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