#Command Quest - Mind Control Puzzler
1093 messages · Page 2 of 2 (latest)
I make devlogs to make devlogs
Not even to showcase the game :P
I like recording and editing devlogs and writing "scripts"
But also showcasing something and getting views kind of overlap
Ok, wow
Hmmmmmmmmm
That aint that bad is it now?
Nah that's nice
That little video is moving up in the world 🥹
A month!?
It's not dead, promise
Just working on #1235735840609796266 because I can't afford to publish Command Quest (on Steam)
Okie dokie, picking this back up!
skibid
Hay!
perspective is seriously confusing me lmfao
i would love to see going behind the building
it would be such a great touch
i'm on the fence about it
the way it is now feels pretty quirky in a way that i like
but going behind it would feel more natural
yeah i would keep it
WOAHHH COMMAND QUEST IS BACK LESGO
YES IT IS YEAHHHHH
!!!!!!!!!!!!!
starting over :D
pop-in from the center
main mechanic back in!
Positional input is working (boxes won't teleport, that's just to test) https://cdn.discordapp.com/attachments/442336939870388255/1312122280993882182/20241129-1824-22.6796646.mp4?ex=674b5899&is=674a0719&hm=307e627d819e0b49dd158bd738f6de2134c1f74301447e275d6f0edff68f1182&
dust particles while tiles are moving?
oh good idea, i'll get that in but only for the player
actually... i'll have to wait for that one and see how it looks without any
after i get the other objects in
stuff can kill you; you can die
that's a revelation
mm yes ancient wisdom
beetles are back
boom shroom
rotator tiles
Question, how do you get the grid like movement?
more grid than grid-like
Also, absolutely in love with the art style and effects
all grid objects on the same grid share that grid as a resource
they add themselves to an array on that resource and they can all access each other through it
when they want to move they check the "grid_position" (Vector2i) of every object in the grid
if there is a "solid" object there they don't move, otherwise they set their grid position
afterwards they tween their position to the grid_position * tile_size + offset
i also have another more complex system that triggers turns on every object in the grid after the player input
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)
and that all happens in 1 frame before the tween
I see :o
What's the offset for?
Ah right I think I rmbr you explaining that one before
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
also thanks :D
Ohhh so like the anchor point, essentially
yeah, if the offset is (10,60) then a puzzle object at (0,0) appears at (10,60)
I seeee
That's cool :o
Itches a nice part of my brain 😂
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
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
i always figure out exactly what the problem is if something is not as intended before i try to fix it
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!
that's... simple when you put it that way XD
thanks :D
Is there a rough roadmap of the game's development btw? id love to try out a prototype
brittle block and mimic
you should add signal blockers
this looks like the player may have too much freedom
there's some stuff you can't do (which will make the puzzles interesting)
but also mist
which inhibits the ability... don't have a video of that
cool but what is it
oo that's fun
here we go
i think you should do some more z indexing stuff since it's just covering the player fully rn
some behind the player would add depth
i don't have y depth-sorting so the mist would also appear under the legs and such
i think that's fine tbh
sparks when it's powered
portals between sections
Love the movement between the portals like "it works!!!! :o"
I got my menus in, placeholder art, but functional!
https://cdn.discordapp.com/attachments/442336939870388255/1322727341570392085/28_placeholder_menus.mp4?ex=6771ed55&is=67709bd5&hm=62d6dc7959d21598a828256973d0778b205dd041676e039213e2ed6bad07e1a4&
ha yeah it was exciting :D thanks!