After working on this project for a while and exploring different directions, I’ve decided to start documenting it here. I don’t have a name for it yet so THU will have to do for now.
Looks really good!
Are you using a 3D scene with different layers for the parallax effect? And if that’s the case, are you using GridMaps to build the levels?
I’m trying get a Hollow Knight feel to my game as well, I just started but after a few experiments I figured it was easier to build the collision layer with a library of meshes positioned with snapping enabled, and for the art layers… still unsure about it
Are you applying the blur / darkening of the background / foreground elements with shaders, or are you using separate textures for them ?
I’m using 2d with parallax layers for the environment. Nothing is 3d.
The levels are made with tiles with the art overlayed on it. In some cases, I use static bodies for reusable platforms I can place all around my levels. After a lot of explorations, I found it is easier for me to iterate on level design with tilemaps instead of placing a bunch of static bodies.
All the blurs are made with shaders.
I’m still iterating on some of this, but this is the current workflow that works best for me now.
Interesting thanks! Yes if you’re working in 2D there’s no reason not to use tilemaps, they’re great to use in Godot 4
I’m using 3D scene because I thought it would give me more control over the positioning of elements on the different layers, but it sure makes the level design more tedious.
Prototyped a boss I could not beat easily even though I designed it.
I have a theory that the reason many games by solo devs are extremely hard is because the dev has played in countless times and have no idea how good they are at their own game.
This game is looking pretty sick dude! I can see the Hollow-like aspects of it in combat and lighting. I also like what you did with being able to move objects.