After the third try, I finally managed to have both keyboard and controller support running at the same time, not clashing with each other, I don't even know how I managed to do that but considering how long it took me, I'm not even complaining, it was atrocious, BAD I tells ya!...
_____ CONTROLS MENU
So, now that the biggest obstacle is out of the way forever, I've started animating and setting up the "Controls" menu! You'll be able to bind keys however you like. I'm telling you, though, it won't be too intuitive at first. I'll fix it as I go:
All buttons are placed and slide in and out when you switch scene. Well, at least the animations for that are set up, I need to add that to the pause menu's script, so it plays those animations accordingly, like I did with the "Outfits" menu. Simple enough!
_____FAXIMILI
Faximili is mostly ready. All of her moves are implemented, however the two newest states she can switch to have some coding issues: Animations cutting too early, states not switching back, moves that need more work... It'll take a little bit but I'm not fully sure where most of those issues come from...
Also, I'll eventually figure out the model issue I had since day one where the tail and dress get all messed up when imported to Godot. It's just a LOD (level of detail) toggle, I'm sure, so no big deal.
_____ITEMS
I've added two new interactive items like... The big fucking rock:
An obstacle begging to be destroyed. It needs particle effects when smashed to bits. A work in progress.
This guy:
I wanted to stylize a torch to look like a candle but I guess that idea is gone. This weird torch can be turned on. It doesn't have the fire graphics on, at the moment, but the code works: You can turn it on with Plasma magic, it'll glow blue. Perhaps I can use them as a way to track your progress in the world. I don't have plans for a mini map, so you could use those to know where you've been. You can extinguish the flame too with other moves.
The chesto brothers (rascals):
They were here for a long time, but they didn't do anything upon being opened. Now they do! Yesterday, I've figured out "Instantiate". Which is pretty much the creation command where an object can summon anything. I have a RNG system so the contents you get (always 7) are all randomized. Maybe later I'll make blue chests only for the potions and I'll keep the red ones for stars.
_____
Once these things are up and running, I'll model a little island to run in and explore. There won't be ANY objectives, no enemies, no rewards. Maybe not even music (but there will be ambient!). It'll be the baby stage of the tech demo but I thought of "update builds" to share:
UPDATE 1: Polish:
-General Polish. Purpose for Targets. Better models and textures.
UPDATE 2: Actual game.
-Saving settings and preferences. Aternate animations for "chest opening" based on the action. Better audio.
UPDATE 3: Enemies.
-Atrocitys. (I don't think I'll have it in me nor have the time to make models for them, at the moment. Expect carboard cutouts on wheels. With a radio for their roar and a sligshot.). Health and Magic bars, damage and attack types.
That's it for now! I'll be modelling some stuff for KG15 next week. See you when I post the progress!
KimiOmega
2025-08-04 11:59:46 +0000 UTCKylazaur
2025-08-04 11:43:01 +0000 UTCKimiOmega
2025-07-28 01:05:12 +0000 UTCArrol
2025-07-27 23:57:49 +0000 UTC