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thognnn · 28 days
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Game update after 5000 years
So Im pretty sure its been over a month since my last update. To be honest its because I haven't made much progress on my game until now. My original plan was to start Alpha V3 by making the prototype for the human model and I was making good progress on that until I realized I had to edit/rework the model causing me to go into a slump of making no progress for like a month straight. However, I now feel (mostly) out of that slump and have actually made some amount of progress, at least enough that I feel like making a progress update.
First, I implemented a new weapon, being a shotgun. This weapon shoots out a bunch of small bullets in a spread (like a real shotgun). It also does a bunch of damage up close, but can't really be used effectively at long distances. I also added a comically large amount of recoil to the shotgun because I feel like it will be used to find creative way to get around levels.
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The second major edition is "spells". These are sort of like the augments from Cruelty squad in a way as they can give certain buffs to the character and have their own inventory for them, which you can swap to with Shift. Similarly to weapons, you can only "hold" 4 spells at a time. Currently there are only 2 "spells", these being Feather Falling and High Jump. Feather Falling cuts your gravity in half while lowering your terminal velocity so taking fall damage is impossible. High Jump just increases your jumping height. I have plans a more but I just needed something basic to get started with.
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My plan now is to go back and finish the human model, since a lot of what I want to do for Alpha V3 is kind of "locked" behind getting that down. Once I get the human model down, my next major goal is to finish the 2 new levels and rework the current level, at that point Alpha V3 will be like 75% done and playtesting will start. Due to a bunch of factors I can't even give a good estimate for when Alpha V3 will be done. My original goal was by September but that its happening anymore lol. I think the earliest I can see Alpha V3 getting finished is end of this year.
Thanks for reading. Hopefully wont go MIA for over 2 months again!
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thognnn · 2 months
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thognnn · 4 months
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Project Updates
So I haven't given an update on my projects in a while so I guess I'll do it before my week long vacation. There bad news, good news, and news news.
Bad news: I decided to put the RPG Engine on Indefinite hiatus. In terms of gameplay and coding the Engine is like 80%-90% done, with anything I would want to add it it probably only taking an hour at most. The issue is the art. I have basically no art skills and almost everything else I need to do to finish the Engine is art (and SFX/Music but in my mind that's less of an issue). If I ever get more confident at art and have motivation to finish this I will, but until then I'm no longer working on the Engine. In my mind what I wanted to accomplish with it is already done.
Good news: When I come back from Vacation I will continue progress on my Shooter Game. Honestly another reason I'm putting the RPG Engine on hiatus is because it was preventing me from working on the Shooter Project, which right now I want to work on more. There is A LOT that needs to be done before Alpha V3 is done which I am excited to work on. Hopefully it will look more like an actual game after I finish everything.
News news: I have another project I'm working on. I know its a terrible idea but in my mind its a relatively small project and I'm mostly doing it for practice for another project I want to work on in the future. Due to the nature of the project I probably won't make any posts about it till it is like almost done (assuming it ever gets that far). I'll try not to let this get in the way of my main project like the RPG Engine did, really I only plan on working on it if I have very little time to do work or if I'm burnt out on my main project.
That's everything for now! See you in a month!
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thognnn · 4 months
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HOLY SHIT
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juju june day 1
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thognnn · 4 months
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the ouppy
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thognnn · 5 months
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RPG Engine Progress Part 2
I probably should have made this post way sooner considering when I made my last post so here it goes.
In terms of progress a lot has been made but there is still a lot I need to do before I'm ready for play testers let alone the public release. Most of it is mainly art though which is both a blessing and a curse. In terms of gameplay outside of adding enemies, characters, and balancing its like 90% done (which sounds like a lot but outside of art assets it takes 2 minutes to add an enemy or a character). I finished basic enemy AI, I added a battle maker, and actually set a win and lose condition.
I mentioned a release date of end of April to beginning of May but obviously that's already passed lol. I think a much more realistic release date is end of May-mid June with end of June being "worst case scenario". The first play tester build will probably be Mid-May, with a small chance I can get it done by the end of this week. Part of the reason for this delay is my internship taking much more time out of my day than I initially expected. However, I will still try to take time to work on this.
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thognnn · 5 months
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this was made for a singular message in a discord server
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thognnn · 5 months
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RPG Engine progress
As mentioned in my shooter project Alpha V2 Devlog (please watch if you haven't already), I am currently working on a different project making an RPG Engine in Godot. Currently I have the player side of the engine works (I hope) and will start working on the Enemy side soon. Once the enemy side is done all I need to do is making art assets and basic play testing for balance. Its hard to say an exact release date but if I lock in (and my internship doesn't completely take over my life) it should be done end of April/early May, with end of May being the worst case scenario.
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thognnn · 5 months
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Alpha V2 for my project is done and my first video on my main channel in 532 days. As mentioned in the video the next Devlog wont be for this project but will be out hopefully by the end of May. While Im working on Alpha V3 I will try to post for regarding progress made and maybe stream a little on twitch (admittedly do need to get in a habit of streaming on there more). Also please help me come up with a name for the project. Its really bad that I have basically nothing.
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thognnn · 5 months
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I would like to apologize as I was planning on having the big news done by Monday but (Admittedly) laziness + burn out kinda prevented me from doing so. Anyways everything is ready so it will be done tomorrow (or I guess today since Im posting this at 1am).
Big News Upcoming
I have plans that I cannot share with you right now, because the haters will sabotage me. I have plans that I will not share right now, because the haters will sabotage me but I got some stuff in the works.
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thognnn · 6 months
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Big News Upcoming
I have plans that I cannot share with you right now, because the haters will sabotage me. I have plans that I will not share right now, because the haters will sabotage me but I got some stuff in the works.
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thognnn · 6 months
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Least hard JohnPork1 art
"first time out of frosting! hope i don't run into any wolves!"
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thognnn · 6 months
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mochi mochi mochi mochi
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thognnn · 6 months
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Gangsta ass pose
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thognnn · 6 months
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Nah I'd Win
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random idea i had
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thognnn · 7 months
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°.• Mochi sprites! + . °
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… Lonely wolf Treat …
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thognnn · 7 months
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Physical bullets go brrrr
I was having an issue in my game where the bullets would phase through walls. I'm pretty sure the issue relates to how Godot handle's Area3D nodes (I was using an Area3D as a hitbox for the bullet). I did research and did what most games do, which is having a raycast to mimic bullets. This worked fine except it made enemies way too accurate and made the game harder. My final solution (which the video shows as best as I can) is to sort of do both. I have a physical bullet, but the bullet raycasts behind it to see if it should have interacted with anything. There are seemingly no issues for now so I am keeping this as the current solution.
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