Been working with @bofukeypok.bsky.social to create a modular random portrait generator for my #Godot tactical game. I think it's coming along swimmingly. Just finished the proof of concept.
Swashbucklin'
@swashbucklin.bsky.social
Just a regular dad with interests in C# / .NET Development, game dev as a hobby (specifically Godot), RPGs, and historical strategy games. I'm probably going to use this account as a Dev Log for my side projects, so don't mind me!
Proof of concept for some water-based water manipulation based in my tactical game #Godot
Some of these player selected clan colors are a real assault on the eyes #Godot
Animations added for musket and heavy infantry Found a weird animation debug with light infantry #Godot
Assigning a retainer to a unit will give that unit useful stat bonuses and access to any skills and tactics that retainer may have access to. Not every unit can use every skill / tactic so you must assign the right retainer to the right unit. #Godot
New animations for light infantry and new tile sets #Godot
Shout out to TerribleJared for designing my first animated unit sprite. #Godot
Started toying with how I could implement ninjas and spy networks into my #Godot game I need to find a better term than "rear insertion"
I added the ability to set how aggressive the AI is in my #Godot project. The results are pretty funny.
Another day, another night spent on refining UI. This time I cleaned up the retainer menu with how skills are being presented and assigned. It used to be a really fugly drop down box. Also refined the treasury system. Thankfully the #Godot control nodes make this kind of stuff pretty easy to do.
Changed the fly over text for damage, added better VFX and SFX for basic striking and tactics. More importantly, battlefields are now randomly generated. #Godot
Working on weather effects in my #Godot game. Its a foggy day in fall-- how's the ambience? Don't rely on your archers in this weather, it lowers their max range.
Helping the warlord are retainers-- key figures with personality traits and their own set of skills and tactics. Retainers can be assigned projects in the realm or even assigned to a combat unit to whom they grant access to stat bonuses as well as the skills and tactics the retainer knows.
In my turn based, samurai-themed #Godot game all troops can level up and learn skills and tactics. Skills grant different effects in combat and can change how they interact with the environment and other units. Tactics allow units to maneuver themselves and enemy units to gain the advantage.
Permadeath isn't my thing but a buddy of mine asked about it. Added it in as a config option to see how difficult it would be. Turned out to be pretty straight forward #Godot
Added a new skill for units called Terrifying that prevents the enemy from passing through the units flanks. It works well enough but I don't care for the GPU particles I attached to it. Not sure what kind of visual effect I want for it #Godot #TacticalRPG
I thought I might go back to an older Godot project of mine and see if I could apply any of the new tricks I've learned. I'm pretty happy with how this turn based tactical game has been turning out since I started it.
#Godot survival horror progress continues, been polishing the inventory system and gunplay. Items can now be properly rotated and combined. Even added sfx and vfx. Its starting to look and sound like a proper game. Enemies still aren't properly animated but that's a problem for future me.
youtu.be/kf8PPXxwqYQ My #Godot project is humming along. Spent a fair amount of time building up my UI as well as a very basic enemy type. Their animations are still jank and all they can do is die but its working! Even found time to build out the settings and save system.
Godot Survival Horror - Progress!
YouTube video by Swashbucklin' Games
youtu.be
A lot inventory and UI work today. Still a lot of jank and missing animations but guns can be equipped and matching ammo from the inventory can be loaded into it #Godot
First pass at using a #Godot AnimationTree to blend and filter animations together. It's still a little janky, but it's at least functional.
The best kind of bugs are the ones that make you laugh #Godot
I'm not very far along in this #Godot project but I thought I might at least take some early footage so I can look back at it and laugh when I get further along. Its a classic RE inspired game with fixed camera angles and tank controls