#Command Quest - Mind Control Puzzler

1093 messages · Page 2 of 2 (latest)

vagrant pewter
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Yeah it would

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I make devlogs to make devlogs

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Not even to showcase the game :P

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I like recording and editing devlogs and writing "scripts"

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But also showcasing something and getting views kind of overlap

old pike
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Ok, wow

vagrant pewter
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Hmmmmmmmmm

cursive mason
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That aint that bad is it now?

vagrant pewter
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That little video is moving up in the world 🥹

vagrant pewter
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A month!?

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It's not dead, promise

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Just working on #1235735840609796266 because I can't afford to publish Command Quest (on Steam)

vagrant pewter
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Okie dokie, picking this back up!

rich glacier
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skibid

vagrant pewter
vagrant pewter
rich glacier
vagrant pewter
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i know lol

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the illusion gets semi-broken but i'm just going to leave that haha

rich glacier
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it would be such a great touch

vagrant pewter
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i'm on the fence about it

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the way it is now feels pretty quirky in a way that i like

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but going behind it would feel more natural

rich glacier
onyx plover
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WOAHHH COMMAND QUEST IS BACK LESGO

vagrant pewter
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YES IT IS YEAHHHHH

stark urchin
vagrant pewter
vagrant pewter
rich glacier
vagrant pewter
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oh good idea, i'll get that in but only for the player

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actually... i'll have to wait for that one and see how it looks without any

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after i get the other objects in

vagrant pewter
knotty kettle
vagrant pewter
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mm yes ancient wisdom

vagrant pewter
vagrant pewter
vagrant pewter
onyx plover
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Question, how do you get the grid like movement?

vagrant pewter
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more grid than grid-like

onyx plover
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Also, absolutely in love with the art style and effects

vagrant pewter
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all grid objects on the same grid share that grid as a resource

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they add themselves to an array on that resource and they can all access each other through it

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when they want to move they check the "grid_position" (Vector2i) of every object in the grid

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if there is a "solid" object there they don't move, otherwise they set their grid position

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afterwards they tween their position to the grid_position * tile_size + offset

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i also have another more complex system that triggers turns on every object in the grid after the player input

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and makes sure that they all get a chance by letting failed turns (like trying to move to an occupied space) repeat (the space may no longer be occupied)

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and that all happens in 1 frame before the tween

onyx plover
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I see :o

onyx plover
vagrant pewter
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it just moves the entire grid in 2d space; since the grid is imaginary and only exists (at the most) as the resource, there's no object in the world to represent it or its position

vagrant pewter
onyx plover
vagrant pewter
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yeah, if the offset is (10,60) then a puzzle object at (0,0) appears at (10,60)

onyx plover
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I seeee

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That's cool :o

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Itches a nice part of my brain 😂

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Another unrelated question that I just had - how do you usually deal with setbacks in your programming? I'd imagine it's taken a lot of work to get the game looking as cool as it does. I usually give up halfway before this point bc of some error or something that just doesn't work no matter what I try

vagrant pewter
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hmmm, well... uh... i fix every bug when i encounter it and don't move on from it until it's fixed. I'm not doing anything complex, since any complex task can be broken down to simple ones which are not hard alone to implement

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i always figure out exactly what the problem is if something is not as intended before i try to fix it

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but in the end really it's probably my mindset; I don't have setbacks because I'm always moving forwards! Only speed bumps. I like problems because you can't do problem-solving without them!

onyx plover
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that's... simple when you put it that way XD

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thanks :D

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Is there a rough roadmap of the game's development btw? id love to try out a prototype

vagrant pewter
rich glacier
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this looks like the player may have too much freedom

vagrant pewter
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there's some stuff you can't do (which will make the puzzles interesting)

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but also mist

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which inhibits the ability... don't have a video of that

rich glacier
vagrant pewter
rich glacier
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i think you should do some more z indexing stuff since it's just covering the player fully rn

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some behind the player would add depth

vagrant pewter
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i don't have y depth-sorting so the mist would also appear under the legs and such

rich glacier
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i think that's fine tbh

vagrant pewter
vagrant pewter
onyx plover
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Love the movement between the portals like "it works!!!! :o"

vagrant pewter