Inconnu - A Small Project

Hey y’all,

Felt like sharing what I am working on. I am just a hobbyist, and before starting up using Godot maybe 1 or 2 years ago now I had no experience with coding or anything else to do with game design/creation.

I enjoy it though, and decided to start working on a project that I want to keep plugging away at. I figured I’d share a small gameplay video (Haven’t made much progress yet) as a way to help motivate me, and get any feedback one can glean from such a small video.

Hope you enjoy!

I also added it under prototype on itch. If anyone wants to actually to test out how janky it really is!

Itch.io Page

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So, I have partially implemented a skill. I haven’t updated my itch game page with any new game files yet since I want to flesh out the skill aspect, and do some refactoring to allow for easier skill development moving forward.

Currently it is a pragmatic hackjob to get it working, so, I am working on a skill selection screen where you can choose which of the four slots you want to put your skill in.

Here is a demo video of the skill with the white debug test box for the skill animation!

Edit:

Rough draft of my character skill selection:

So, I created some bugs, so I won’t update the game files for testing on itch until I iron those out, and there are still certain things I want to implement before updating the files anyway.

  • Consumables for HP
  • Interactable Objects (Fruit Bushes, and Chests)
  • Inventory System for storing objects
  • Maybe a basic equipment system, with a weapon you can equip

However, I have done a few things so thought I’d post an update via a few photos.





Edit:
A small video of these changes together!

My plan and goal was to implement a few aspects of my game by the weekend and update the game files on itch.io.

-Consumables
-Inventory
-Balance damage
-Fix attack range
-Create two interactable objects
-Create secret zone for kicks and giggles

However, as I often do, I ran across a bug, and in the process of fixing it I realized two things. I had a bad case of speghetti code, and I had pre-optimized systems that were making it more difficult for me, example; behavior trees (my enemies are not yet complex enough to need one).

Alas, I could have fixed the bug and kept on, but I decided to see if I could simplify my code a bit to make it easier for me to follow.

In the process of rewritting my two primary systems, cell map generation and player movement, I managed to streamline thosee slightly, as well as adding in a simple visual debugger system to make it easier in the future.

Though the biggest victory was finally learning about _unhandled_inputs() and the benefits of using event.

I had a node that was creating speghetti code by continually casting a ray at mouse position and updating player with what was under the mouse, so that if the player clicked, the player would interact with that object…

It was a mess. I optimized by using a boolean to only allow casting the ray once when the mouse is clicked, rather then every physics frame like I was stupidly doing before. I also realized that my “player” node didn’t need to know any of that information, and the node handling the ray casting could also just handle the information.

So, all in all I have probably eliminated 3 to 4 extra func, a few signals, a handful of var, and many lines of code.

I shall reimplement everything else now, while setting up StateMachine logic rather than BehaviorTrees.

Sorry for the long update, I hope it finds all you champs doing well, those of you who made it to the end that is.

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I related to this post so much :laughing:

It’s hard to be showy with that kind of behind the scenes improvement, but well done for doing it. I’m sure it’ll make your life easier in getting more progress made in future. Anyway, progress is looking good so keep it up!

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Thanks! It is encouaging to get feedback!
Yeah, it is a bummer to not implement new things, but rather improve what I already have. At the same time though I’ve learned a lot in the process, even just using control nodes and setting up my UI, I have learned how to use control nodes so much more (though they still give me a headache haha.

I am trying to keep a balance of creating the systems that I can use later for easy expansion, without creating systems I don’t yet need, and might not ever.

Thank you for the encouragement. Hopefully will have an update early this next week.

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I’ll look forward to it!

I’m trying to find that balance as well. I’ve started several game projects in Godot and all of them have eventually died because I keep making things I don’t need yet, or focussed to much on trying to find a perfect architecture. Anyway, good to see you finding that balance!

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For sure! I have like a dozen project folders spanning many versions of godot. They are dead either because I bit off more than my ability, or my code became either to bogged down with systems, or speghetti code.

This time I really am trying to keep my vision small, with room to expand later. This is really trying to realize a minimalist version of my game.

Once I have that I can polish, and expand slowly.

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Hey all! So, it has been a week, I didn’t want to stay silent about what I’ve been working on for to long. I haven’t yet updated the game files on itch (will update you guys when the new ones are uploaded). As I said in my last post I decided to do a lot of rewriting and refactoring, and to take a little more time, be less rushed in general. I am not expecting to sell this as a business or really make any money off it, it is just a hobby project. That said, I haven’t made as much progress as I’d have liked with Mothersday and work being kind of busy this last week.

However, here is a short video of my UI that I’ve redesigned a little.

I want to connect the UI to my world scene, and then make it so you can pick fruits that’ll go into your inventory screen. I will probably update the files on itch once I have that figured out.

I will then work on reimplementing a basic skill and making the fruits more than just decoration! I will keep you posted!

So, I thought I’d post this small update here, I got my inventory/item collecting interactions connected now. I can collect berries, so, I’ll be moving onto attacking and consuming the berries for health.