devlog 10: new item
i drafted this a year ago and just forgot about it but if i start working on this game again i might as well post it
credit to @yellowafterlife for this post about implementing angular rotation which helped quite a lot
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devlog 10: new item
i drafted this a year ago and just forgot about it but if i start working on this game again i might as well post it
credit to @yellowafterlife for this post about implementing angular rotation which helped quite a lot
Room for improvement, but proof of concept: The mooncalf now "jumps"! Been using friction2D for this. Not the most stable, but free and lightweight. The plan is to use my chopped up illustration for vector movement and then export keyframes to paint over them where they're not so pretty. Hope it works, animation is so time-consuming!
if you are an animator or know one who wants to work (for basically not much pay), hit me up! Painterly styles are best, and keyframes are prettier but I am fine with vector.
Finally going to make my first game. This time without AI
I just deleted my whole game project i spent the last month on after realizing i tutorial hell'd myself into building most of it thanks to having AI write most of the code for me.
My tools:
-Defold
-Libresprite
-LMMS
The Goal:
to make an RPG where the focus is on fallout 4 style settlement building.
Aspects:
-The player must be a character in game, incredibly customizable as well. Unlike most Rimworld clones i don't want you to have full control over everybody or every aspect, you are your character in game. Kinda like Terraria/Necesse or 2D minecraft but with the colonists being able to do stuff for you.
-The style must be 2D i don't want to have to spend weeks making animations so pixel art will be nice.
-I want there to be story. While a majority of the colonists can be randomly generated NPCs or whatever I want to add story characters that can join your colony, kinda like mama murphy/sturges/the longs/etc. in Fallout 4 but there will be an ultimate goal after you build x amount of settlements. Think something like starbound.
-This will NOT be a scifi colony builder nor do i want it to be the result of a toxic fallout either. maybe something prehistoric starting as neanderthals after a plague wipes out all the homo sapiens. you become the first leader of "neandermanity" gaining sentience and eventually expanding the tech tree until you reach the atomic age or something. I'll come up with a few opposing factions. Sapien survivors, lemurids, maybe even stoned apes (based on Terrence McKenna's theory) but i'll handle that myself.
-As a result I'm thinking generational gameplay. Like Crusader kings, your son/daughter inherits the player role after your user character dies. I will be sharing my whole Learning and Devlog here on this tumblr so you guys can follow along and maybe motivate me further. I intend to do everything on my own though.
Choosing the Right Game Engine for Your Project
You have a brilliant idea for a game! That’s great, but now you need a game engine to realize your masterpiece. Fortunately, there are plenty of options out there nowadays to make that happen since there are so many game engines to choose from. Free, or paid. The first question you need to ask yourself is which program would be best to create the game just as you have envisioned. I’m not going…
Defold is winning me over. I enjoy how lightweight it is and how fast it compiles. It has nothing unnecessary for my needs. Lua is very intriguing. It seems a perfect opportunity to implement the little 2D dynamics system I started developing in Unity.
"If you're not excessive, you're never really sure"
Dialling up the pickup spawns for testing.
devlog 9: familiar formations and additional cursors
this one has sound!!! sorry if its too loud