Multi-phase boss fight, pickable items...
Multi-phase boss fight
I'm planning to make at least one boss fight with a 3D modelled, low poly boss and multiple phases, multiple damagable body parts. For today, I made the textures, then modelled the parts of the boss, and put together the final model - for the first phase - in Godot.
Tip of the day: You want to modify the imported model in Godot? After inheriting a scene from it, right-click the topmost node and click "Clear inheritance", after that, you can move, copy, delete...etc any mesh in the scene or even add news without any problem.
As for the boss phases, I'm using the AnimationPlayer in Godot. I want to have some situational attack animations as well, like if the player moves to a position the boss cannot reach with the current attack animation, it just starts another variant. I'm planning to solve this by placing "trigger areas", which will notify the boss when the player walks there.
Of course this is really early phase...but a good start.
Pickable objects, ammo types, handling ammo, hp...
I implemented the pickable double jump item and the ammo items - more items, like medikit are coming.
Aside from picking up ammo, I implemented partially the different kind of ammo types.
Reading text in 64x64 resolution...
...is hard. Lowering the text size below 5 is basically makes it a bunch of random pixels, however keeping at the size of 5 was still a bit hard to read. Solution? Dark shadow and light text color - and with this came a bugfix for the scanner:
Of course this is still not perfect...but in darker areas it is still much better.
Making some art, start of making the first level
I've made some new tiles, object sprites and some other new graphic for the game and started working on the first level of the game, the Outskirts. There will be about 3-4 bigger areas in the game and this will be the first. It is basically a smaller forest-like section where the player has to enter the Dead City at the end of the map.
Possible problems
While it is good that I'm making progress...telling the story of the game ingame will be a challenge. The 64x64 resolution wouldn't be comfortable with a bunch of text, so for now I'm thinking about voice narration and overall character voicer. I'm even thinking about some really minimalistic pixel-art cut scenes (still images, not moving animations), something like a really short 1-2 picture comic but it would take a nice amount of time, so for now, I'm focusing on getting the more important parts done.
Get ShadowStalker
ShadowStalker
64x64 FPS for LOWREZJAM2022
Status | In development |
Author | Atanii |
Genre | Adventure |
Tags | 3D, First-Person, Metroidvania, Pixel Art, Singleplayer |
Languages | English |
More posts
- First playable versionAug 13, 2022
- Adding sounds, explosive ammo, testing maps...Aug 13, 2022
- Slowly putting the pieces together (very short devlog)Aug 11, 2022
- More or less a break dayAug 10, 2022
- Again...still modelling, but with some programming as wellAug 09, 2022
- Still modelling the Dead City (very short devlog)Aug 08, 2022
- Modelling the city level, making new textures, modelsAug 07, 2022
- Working on the textures for the Dead City (short devlog)Aug 06, 2022
- Connecting objects (eg. destroying a fuse box to open a door)Aug 04, 2022
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