So, I’m going to start dating these instead of saying week whatever, because I’m apparently awful at sticking with this.
What have I done during the last 6 months?! Well, I’ve switched over to Godot for everything, and started yet another hobby… Dungeons and Dragons. Lately though, I’ve been trying to prioritize game dev.
After switching everything to Godot, I noticed a weird issue when lights overlap. The first time the level loads, everything looks great. The second time a level loads, one of the lights won’t blend with the others. After some research, it turns out there’s an issue with the light blending after reloading levels. Unfortunately, the whole game was kind of predicated on mixing lights. After some soul searching, I found that you can add glow by using HDR, so instead of there being lights in the level, I’m now going to use glow to show when things are interactable. I think this actually works a bit nicer. Also, shadows!
Finally, I decided to plan out a few levels so I could test the idea of tutorializing the game through gameplay instead of explicit tutorials. Super Mario Bros. does this, where something is introduced in isolation, and you need to overcome the challenge presented before they start mixing challenges together. For my first draft, the idea was to (try) to do the same thing. I also used gray and white boxes for now, just to get the levels kind of figured out.
If you want to check it out, I have a build here: https://tinyurl.com/LightAlive20240315
Next time, hopefully, I’ll have something new! I did create some new art, but I haven’t implemented it yet. My next goals are to make the game just kind of “feel” better and work out little kinks with movement and collision that I’m not a huge fan of.