Adding the first type of QTE mechanic to the game!
Pretty basic for now, I know, but I want to iterate on lots of possibilities and see what feels best.
What do you think about it?
#TheRunicEdda #Godot #GameDev #CombatDesign #IndieDev #BuildInPublic
Combat update!
We now have multiple enemies in battle, and the targeting logic plus attack anchor points are fully working!
Also… what do you think about that top-down wolf sprite?
#TheRunicEdda #Godot #CombatSystem #PixelArt #GameDev #BuildInPublic
I’ve been working on accessibility for years on the web, and I’m applying the same mindset to The Runic Edda with Godot.
Extended caption descriptions and persistent battle logs are now fully implemented and working.
#TheRunicEdda #Accessibility #InclusiveDesign #Godot #GameDev #BuildInPublic
Started implementing rally point logic in combat!
Skills now require more strategic thinking: upgraded abilities cost more rally, but can be worth it depending on the situation. You gain rally on your turn or with perfect parries. #TheRunicEdda #Godot #CombatDesign #UI #GameDev #BuildInPublic
Added a new enemy detection scene connected with the battle manager!
Enemies now have a vision field that triggers the chase behavior in the state machine.
They’ll also respawn à la Clair Obscur — only after reaching a safe place.
#TheRunicEdda #Godot #GameAI #StateMachine #GameDev #BuildInPublic
New character animations are on the way!
I’m adding things like laughter and shrugs to make characters feel more relatable, expressive, and a bit funny.
Small touches, big personality!
#TheRunicEdda #Godot #Animation #PixelArt #GameDev #BuildInPublic
Happy snowy Thursday from the Birka!
The world of The Runic Edda is feeling especially cold and quiet today. That is what I call a perfect weather to keep building and exploring.
Stay warm out there!
#TheRunicEdda #Godot #IndieGame #GameDev #BuildInPublic
Dived into visual effects today!
I’ve been applying a factory pattern as Michael Games did, and now I can render different VFX depending on the weather — water splashes, snow puffs, and more!
Super flexible and fun to extend!
#TheRunicEdda #Godot #GameDev #VFX #DesignPatterns #BuildInPublic
Some fresh updates to the combat UI!
Added new icons and improved the ally info panels to make things clearer during battles.
Next up: rally points and the logic behind them!
#TheRunicEdda #Godot #UI #GameDev #IndieDev #BuildInPublic
Working on the map system now today!
We’re adding markers, plus the ability to zoom and navigate around the map.
Still a bit hacky, but it already shows a lot of promise!
#TheRunicEdda #Godot #UI #GameDev #IndieDev #BuildInPublic
Improved finally the spotlight intro during cutscenes that I saw last in Chained Echoes!
I love it!
#TheRunicEdda #IndieGame #PixelArt #CutsceneDesign #Godot #GameDev #BuildInPublic
What do you think about the Run animation?
I’ve been testing it in-game and it feels great! Can’t wait to polish it even more!
Amazing job, @everlyjane.bsky.social !
#TheRunicEdda #Godot #PixelArt #Animation #GameDev #BuildInPublic
We’re also on YouTube now!
We’ll be sharing updates about The Runic Edda in a new format—devlogs, progress clips, and more.
See you there too!
www.youtube.com/@therunicedda
#TheRunicEdda #GameDev #YouTubeDevlog #IndieGame #Godot #BuildInPublic #PixelArt
Details matter. That’s why I love adding special idle animations for characters—little touches beyond the standard idle that bring them to life!
#TheRunicEdda #PixelArt #Animation #GameDev #Godot #BuildInPublic
Another key piece in place for The Runic Edda!
We’ve now connected the Transition Manager so it handles both level changes and combat sequences seamlessly.
It is much smoother now. I just need cooler transitions!
#Godot #TheRunicEdda #UI #GameDev #BuildInPublic
Wrapping up today’s progress on The Runic Edda!
- Added battle logs for players who like to rethink strategy
- Implemented some overlays, effects, and status changes
- And finally, connected the combat system to the adventure flow!
Solid so far!
#Godot #TheRunicEdda #UI #GameDev #BuildInPublic
Combat system dev – Part 2!
Working on target selection menus with extra info and UI feedback.
What are your favorite combat mechanics in turn-based games? I’d love to hear your thoughts.
P.S. Love QTE and hope you too!
#Godot #TheRunicEdda #UI #GameDev #BuildInPublic #RetroPixelArt
Started working on the combat system for The Runic Edda today!
Had a few ideas already and got basic events going, like triggering effects or dialogs when enemies drop below 50% HP.
I know @catalinn1.bsky.social will be happy about this!
#Godot #TheRunicEdda #UI #GameDev #BuildInPublic
#IndieGames
You can now access the map without pausing the game by pressing and releasing a button.
Still working on the colors to get more contrast and a bit of fine-tuning, but the core functionality is in. Feels great to keep things flowing!
#GameDev #UX #TheRunicEdda #RetroRPG #MapUI #BuildInPublic #Godot
Continuing work on the map system!
It now updates dynamically and shows different maps depending on where the player is. Next step: making it so you can also see the parent maps when you’re inside interiors, to keep orientation clear at all times.
#Godot #UIUX #GameDev #TheRunicEdda #BuildInPublic
I’m starting to add the first steps of a map integration in The Runic Edda. Transitions are still missing, and I’m not sure yet what I’ll do with the houses you can enter!
Thanks to MichaelGames for the tutorial 🙌
#GameDev #IndieDev #TheRunicEdda #DevLog #PixelArt #BuildInPublic #Godot
Didn’t have much time today in the morning, but I managed to hook up the logic to display the quests directly in the pause menu!
What do you think about this approach?
Localization is coming soon!
#Godot #UIUX #GameDev #TheRunicEdda #BuildInPublic
A character showing asking which crab does the player think will win the race? There are 4 different crabs.
I still can’t get over the turtle race in Chained Echoes, such a small, silly moment, yet so memorable (see thread).
It honestly inspired me to honor it with a crab race in The Runic Edda!
Thanks @arkheiral.bsky.social for so much fun and inspiration!
#ChainedEchoes #GameDev #Godot #TheRunicEdda
Working on the panning camera intro to reveal the town name the first time you arrive.
Such a simple touch, but it adds a lot of weight and identity to new places. Of course, it needs polishing, just prototyping! But ideas are more than welcome!
#GameDev #Godot #IndieDev #RPGdesign #TheRunicEdda
I recently added a new pause menu with a tab system.
It already checks the device settings to switch tabs left/right correctly, so it feels natural whether you’re on keyboard or controller.
How do you like it?!
#GameDev #Godot #IndieDev #UX #TheRunicEdda
In-Scene cutscenes are now available in the game, I had to lerp some animations to make them look nice, but here they are!
#Godot #SoloDev #TheRunicEdda #GameDev #PixelArt
Worked on Save/load functionality with slots!
Now the system saves inventory items, quests, flags, current scene, and more. Next step: being able to load the game back in!
#GameDev #Godot #IndieDev #SaveManager #TheRunicEdda
Look how cool! I’ve started sketching out the farmer’s house that feeds all of Lindisfarne!
Still needs a lot of fine-tuning with the props, but it’s starting to take shape.
#GameDev #PixelArt #IndieDev #TheRunicEdda
New NPC detail added: when you talk to them, they turn to face you, then smoothly return to their default position afterwards.
Small touches like this make the world feel more alive.
#GameDev #Godot #IndieDev #NPCDesign #TheRunicEdda