Tool-Upgrades and switching equipment are a thing now!
(UI and animations still missing)
Posts by 🌱 Dew Drop Tale | 露のテイル 💧
Turned this into Rule Tiles so the field looks more organic now :3
Farming System 🪴
We can now till the fields and store all the relevant data necessary to grow plants within each tile.
Animations still missing because I’m not exactly gifted artistically 🌝 coming soon though!
Long time no post 🪴
I'm currently working on the actual farming system.
First feature is the ability to identify interactible tiles like the field.
This will be used to place decorations in the house or offerings at a shrine!
Thinking about switching my games style from 2D to either orthographic 3D or actual 2.5D…
Maybe I should make some prototypes and see what the limitations are.
I want to use 3D lights so much 🥺
Tiny Update!
Updated the state machine to support tools now.
Pressing "E" on an item will pick it up, but "E" on a tree stump will do chop chop.
Of course animations and all are missing but I wanted to show it anyways!
Also we have wobbly grass now.
Hi #PortfolioDay !
I'm Lana and I like working on pixel art bacgrounds! Isometric ones are my fav
Can do funny text animations now
🥕 Little Update
After the code makeover, I can now pick up items and talk to NPCs using the state machine. It's quite fancy even if it's invisible, sadly.
The inventory is also functional!
For demonstration purposes, I built a very minimal UI, but there’s no dialogue system behind it yet
The state machine puts the player into the target state and applies the animation (swinging the pickaxe, grabbing, ..) and triggers the actual logic that is again held within the target object.
So to say the carrot puts itself into the players inventory.
Further every interactable object (mushrooms, npcs, field) knows it's own conditions.
while a carrot would always allow being picked up a rock would require an equipped pickaxe.
if the conditions are met, the object tells the state machine the correct interaction (pickup, talk, chop, ..)
I wanted to explain you how (my) state machine works.
So I tried visualizing everything but I probably confuse anyone including myself 😂
basically we want the player to be in a fixed State where only the intended logic applies. This avoids behavior like sliding (move) around while using a tool.
this looks absolutely incredible
And I built an unnecessarily complex shader to give collectibles an outline whenever the player gets close. For better readability.
So, the most recent progress was building a hopefully robust inventory system and cleaning up all my assets into so-called "prefabs" so they inherit their functionality from similar objects.
I don’t know much yet, but I’m learning, and I’d love to take you with me on this journey.
I will post mostly progress updates and share my baby knowledge.
Feel free to also comment or DM to ask questions or share some warm words, my anxiety will thank you later!
Hey! I'm Robin and I'm developing this little hobby-project all by myself. 🥕
Dew Drop Tale is a cosy game about making friends, uncovering mysteries and a touch of humor.
This is roughly how far I've come so far
(Frieren is just a placeholder 😂)