Full Devlog



  • 12/4/2022 - Came up with the idea to make a top down obstacle game. Seemed like a challenge but still simple enough for me. Also decided I wanted to incorporate a story somehow. I created a Player, a wall tilemap, an obstacle tilemap, and some moving obstacles by following a tutorial. I want to go back and understand how those moving obstacles work because they use tweens which I am sort of unfamiliar with. Also, right now they only travel in a straight line which I want to change.


  • 12/5/2022 - Made an option for the moving obstacles to rotate the sprite only. Not sure if this is bad since the collision shape stays the same but it looks cool so I’ll keep it for now. Possibly figured out a way to use tween motion and rotation to have circular motion. Not sure if I’ll use it yet. Added a shooter enemy that shoots bullets at the player. Was actually really straightforward. Then to get it to shoot in multiple directions, I just had to pass the rotation_degrees property of the shooter into the direction of the bullet so that wasn’t too bad. Although I’m not sure if I can easily have the shooter rotate during the game. Then I made a Lava auto tile set and that was pretty easy. I kind of wanted to animate it but I feel like animating a tileset sounds complicated. I might try it later, we'll see. Next is lasers and then that’s probably it for obstacles for now.

  • 12/6/2022 - Found a laser tutorial from Heartbeast. It works really well however it was difficult to figure out how to make them kill the player since raycasts have no collision body. I tried adding a collision body and it didn’t work so I tried emitting a signal with the raycast whenever the player touches it. This works, but it’s a pain in the butt because I have to load and connect the signal in the Player script for each individual laser since they have different names. This requires me to know the amount of lasers in a level in the player script which I just used an exported variable and I’ll input it manually. Not very clean at all but it works for now. I created a checkpoint object. To avoid annoying signal hassle I made it a Kinematic Body so that the player can detect the collision and added an Area2D so that the checkpoint itself can light up when activated. A small issue is the Area2D is slightly larger than the KinematicBody collisionshape so theoretically there could be a scenario where the checkpoint lights up but isn’t actually activated. I tried to make the difference small and it hasn’t happened to me so hopefully it’s fine. Then I added X’s where the player died. These look good and weren’t super hard to instantiate. I felt like I cut a lot of corners today, but I’m ok with that because it’s my first real game so I’ll just let it be. Next comes the fun stuff like art and level design! 

  • 12/7/22 - I first made an animated player that I really like. I was going to make an Idle and Death animation but Idle doesn’t really make sense for top down and Death I want to try in Godot. I had a shadow on the sprite but I removed it bc I forgot the sprite has to turn and having a shadow be on the same side while the sprite turns sounds complicated so I think I’m gonna leave it as is. Incorporated a death explosion by following a quick tutorial. I then made a floor texture and added it and it’s quite dark which I like. I had to adjust some of my other sprites to fit with it though. I made a small tutorial level and added an area node that lets you change levels.

  • 12/8/2022 - Had the idea to give the player a dash so I did. Now I need to animate it and maybe throw in a particle effect which I might try without a tutorial. I made a quick menu and a settings menu (which does nothing for now), then I cleaned up the dash a little bit so you couldn’t change directions while dashing and you could also dash while still. Then I just started working on level 1.

  • 12/12/2022 - Today I made a functioning pause menu by following a tutorial. I then made a simple end game screen template that I will make look prettier later. Then I coded the finish tile to load you to whatever level is after your current level. And lastly I finished the challenges for level 1. I’m pretty happy with some of the obstacle ideas but I’m worried it’s a little too difficult. I’ll finish and give it to some people to playtest and see what they think. Lastly I made the roll animation and added some particles to come up when you roll which I like a lot.

  • 12/13/2022 - I followed a lot of tutorials today but made a lot of progress. I learned about AutoLoads too which are very helpful. I created a speedrun timer and added it to my GUI canvas layer and made it an AutoLoad so that it transfers between scenes. Then I also made a scene transition animation which just fades to black and made that an AutoLoad so that I can use it for every scene transition. I then made levels 2, 3, 4 which might need tweaking but I’m pretty happy with. Level 4 is quite long and the node instances got pretty messy since there were a lot of lasers and shooters and moving obstacles which are all individual nodes. I’m not sure if this is an issue other than organization-wise. Anyway I’ve got a complete game. Now for the polishing!

  • 12/16/2022 - I’ve accomplished a lot today. First I made a nice hole sprite for the level finish area. Then I made the scene transition a bit nicer by slowing the player down when it enters the area. I finally figured out how to detect the area entered with the player and it’s just having an area2d around the player as well. Then I started to make a cutscene. Learning the AnimationPlayer node was really fun and pretty straightforward which is nice.Once I had the animations for the scene I made sprites for everything and dialogue boxes that come in and out of view. I thought that was easier than typing out the characters like most people do even though it might not look as good but oh well. Then I just polished up the cutscene and added animations I liked and a background and added it to the game with a skip button. Then I coded the settings page to allow the player to toggle the visibility of the speedrun timer and the death count which I think is nice. I also used AnimationPlayer to put a little animation of the player falling into the end screen and I added the NPCs clapping for the player which I like. So that's a bit more polished. Then I finally added some text instructions into the tutorial level which looks really good. Oh I also named the game ‘World’s hardest Dungeon’ after my inspiration from worlds hardest game. All that’s left is to fix a few bugs and add music. First I fixed an obstacle in Level2 that I thought was hard and stupid (not challenging just annoying). Then I fixed floor tiles in level3. Then, I had the area2d collision shape for the player larger than its kinematicbody collision shape and that caused an issue where the lasers wouldn’t always kill the player so I had to switch it back so that they’re the same size. Then I also had to disable the area2d collision shape when the player dies just as I did with its normal collision shape. I think that’s all except for music.

  • 12/28/2022 - I did a lot today. FIrst off, right before I took a break for a week I made a quick song for the gameplay which I really liked. When I came back I imported it into the game and it sounded really good. Today I wanted to get all of the other audio dialed in. I created a menu song, a song for the cutscene, and an endscreen song (and clapping sound)  and implemented all of them fairly easily. I also created sound FX for the player dashing, dying, the ladder tiles, and the shooter enemies. I tried creating a sound for the laser enemies but in room 4 where you have like 20 lasers in one spot it’s just so loud it’s ridiculous, so instead of fixing it I’m just leaving those out for now. I then did some polishing: fixed a bug where if you died the other area 2ds like the finish tile or the checkpoint would still see if your invisible body entered them so I had to make it so that the player body only moves if not dying. Then I added a particle effect on the main menu just for effect and I like it. I think the game is pretty much done so I might post it and send it to people and see what they think! Edit: I just posted it on itch and that made it a bit laggy so I’m gonna stop for tonight and see if I can solve that later.

  • 12/29/2022 - I want to get this up and running on itch today. First I changed it to GLES2 but that meant I had to change all of the Particles2d to CPUParticles which just meant some node changes. Then I fixed the bug where the death count wouldn’t reset to zero when you restart a run. Then to overcome the audio glitches, I found out loading new scenes in Godot while playing audio just isn’t a good combination so I decided to have the music just fade in and out really quick with each level transition and hopefully that works

Files

exportz.zip Play in browser
Dec 29, 2022

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