This was my first (real) foray with the Godot engine, and for my first project I wanted to make a game similar to something like Nuclear Throne.
Nuclear Throne is a great game, but I think it is, in some ways, limited by its own greatness. The game is dead (or rather, finished,) and honestly I can't blame the developers. They created a game with such splendid balance, adding anything else would just be an increasingly difficult endeavor.
Luckily for me, I suck at balancing games, so it wouldn't matter anyway.
Unlike almost all of my projects thus far, I started this one with a design idea.
It's only a diagram for how I would do level generation, but hey, thats better than the Terraria clone, where I just started.
Despite working on this for quite a decent amount of time, I have way less evidence of it existing than I thought.
Like, we skip right to this!! Though, since I was using an engine this time almost all the development time was spent fiddling with getting auto tiling to work. I was also using auto tile in an unintended way (I think.)
Normally a tile would show a different texture when its facing something that isn't part of that tile, but what I did was make that a boundary for the level! It meant you could dynamically change the level too, and more would be created! I thought I was pretty clever for this one.
Next we jump to THIS. Game engines make it so easy, it's almost like cheating.
Really what was added here was a sword which pointed towards the mouse, the camera does some fancy interpolation towards the mouse position, and.. uh, the Hanks got added.
Now, I can't remember super well, but I think the hanks favoured pathing on eachothers paths, or something like that. I know the pathfinding logic was actually pretty advanced (for me,) probably because I didn't need to think of most of it.
Next, I refined the sword motion and added hp to the Hanks. Not a ton to show here, tbh.
Next, Steam auto updated Godot in the background. Really its my fault, 1: why was I using Steam to download a game engine, 2: why did I leave auto update enabled. Regardless, I happened to use pretty much one of the only features removed in the version change
Trust me when I say I could post a lot of screenshots of me raging to myself over the hatred I felt for Steam auto update, but it doesn't really relate to the project at hand, so I neglected to include it. Just note that I spent a good 3 days trying to update it, gave up, went back a version, then still had to remake my pathfinding logic from the ground up.
Next was just some polish. I normally upload gifs, but I think its worth trying to get the original audio for this one...
After that I added a health bar, death, and started working on a magic system (the sword also became a super cool fire sword.)
Thats... essentially the end of the project.
This project is sort of sad, it was originally a Godot learning project which I didn't plan on having anything come of, so I didn't document it at all. Once I did start putting in energy, I had something (auto update) block my way. Honestly, I never recovered from the anger I felt towards that. I HATE giving up, and when I gave up on getting the newest version to work, I felt like I basically gave up on the whole project. I had zero desire to work on it after that.
A lot of its development also happened in discord calls with the two people who actually caread about my game development, so I didn't feel the need to catalogue most of it. Honestly, it wasn't until I looked back where I realized the update wasn't the reason I stopped working on it, in my mind the update broke it and I moved on. I guess it's sort of sad to admit but it really did have that much of an effect on me.
There isn't much to it (though when is there much to any of my projects?) but you can play the latest version here. If I still had the project itself, I would compile a web version and you could play it in your browser, unfortunately I don't feel like redownloading that version of Godot just for that.