#BUNKT
222 messages · Page 1 of 1 (latest)
This looks nice!
hey really love this isometric kind of game!
Is this a mix of pixel art and 3d? Looks good. You might want to turn up animation blend time to smooth out the transitions
What's the gameplay going to be like? reminds me a lot of Zomboid
I really like the character animation on it, that's very cool
only character is pre-rendered and I use shader for blood splatter. i shortened transition because i was thinking people hate to wait for that. giving the early re door animation 😆
top down shooter, i know putting shooter on isometric is bad idea but i want to make isometric shooter like Max Payne for GBA.
max payne is always a w
shoot 'em
thought it would be a turn-based, but still looking forward to see it done
adding laser sight 🔫 🔴
you know what it look kinda wonky so idk just testing idea 😆
It might feel better to have the laser point toward where the cursor would be in world space. Also it should come straight out of the gun or from underneath. Other than that I think it's a cool effect, just needs some editing.
Oh just realized his arm doesn't move down like that. I think it feels weird because it looks like you can shoot the floor but the bullet always flies horizontal. I'm curious how you will handle stuff like monsters that crawl on the floor for example. Maybe instead of prerendering the character you can render them in a subviewport with lower res, low animation fps, etc. That might give you more control over the animations while retaining that prerendered look.
cursor is hidden yeah end point based on cursor position. with pre-rendered sprite it is tricky to align the laser. i just want to provide guided for player since crosshair is limited to certain radius.
with 3d model? that's what im trying to avoid i don't have capable enough computer for now 😆
You could make the endpoint on the crosshair instead of cursor?
Why limit the crosshair?
crosshair act as accuracy and laser for guidance. I'll try to tweak it later so how it goes.
if that make sense
add crawl animation to smokehead
coming out
your pixel art is insanneee
is not really pixel art. even in twitter i never use #pixelart hashtag because is not manually drawn 🤷
it's pre-rendered
ahh ok good
feel free to give feedback tho
updating furniture
why can't i upload image hello?? 😥
Is the elevator too big? let me know chat.
adding top 5 gaming tropes. pushing box around
BTS making the game logo 👀
Working on stealth mechanics. In future I'll add more behavior like only peeking trough cover for more extra spook 👀 👻
watch out for the ceiling
it looks perfect to me. i mean, compare it to Undertales fr. this looks like a normal irl elevator
done implementing roll mechanic. might add the shadow back cause it look weird 😁
adding peek animation 🫣
is this randomized levels? or story based linear?
is not randomly generate
this supposed to be underground facility. here is early sketch
adding grass for player to hide idk 🤷♂️
ahw heck yea
sewena 
:D
looks good!!
finally done implementing enemy patrol line, player outline, and shadow.
swag glad ur back on this proj!
yep gotta back with grind 
made an update on wall visibility system. i think this is better to hide wall rather than just player outline.
Adding off-screen indicator for enemy position
real
Push box puzzle
thanks
Got the leg and body sprites separated so animations can run independently.
true false true
Experimenting with a new tileset and techniques to capture a bunker vibe, using caves and tunnels as the entry.
Just finished setting up camera management
If the room fits inside the viewport, the camera stays static.
Originally, I planned to handle this with collisions, but using tilemap custom data turned out to be way cleaner (and keeps the node tree uncluttered 😄).
Added new mechanic for undiscovered area/room
I like the cave sprites. Instead of the walls disappearing and reappearing you could fade out their alpha closer to the player for a smoother effect.
I might try that later
Tinkering with color correction and dirtying up the floor.
Updating room management system, I took different approach because old one is too resource demanding (for my 2015 ThinkPad). but still can't figuring out the wall part 😄
MORE BLOOD 🩸
cool!!
bloody
doing some level design
Added new enemy 🐛
mold
updating layout
updating main menu add little grotesque for the background
bro i can't upload video
Playing around with steering and object pooling, I just like the feel of satisfaction when you collect orbs after defeating enemies in God of War. I might use that for the currency purpose.
hide wall if room is too small
Is this like 2.5d ... or full 3d.? Or both (like octopath traveler)? Cool project
(Or inverse octopath)
it's fully 2D sprites
That's awesome.
Are you creating the 8 direction character sprite renders yourself?
If yes... what sort of pipeline are you using to partially or significantly automate the process?
Like miximo to blender to render or so forth?
Looks really good
i use script to render character in blender by rotating camera and merge them into texture atlas.
Also same with wall i create side, corner and cross wall positioned them accordingly. I use mixamo in some of animation.
adding blood drip for feedback. still making changes to this
might add little bit of gambling ngl
update on vending machine
with in-game prop
Any itch page or blog or other place to follow, other than here?
omg hey Xan. currently there is no itch page. but i'm on bluesky and twitter with same username
https://bsky.app/profile/spazmantiz.bsky.social
Have you ever working with publisher? I want to ask you about in dm.
Unfortunately not directly, but I have some experience with business deals in general, so I can maybe help a bit still, as long as you double check whatever I tell you. My DMs are open at any moment!
testing cutscene with command pattern
got dialogue working
this was eery
looks really cool
thanks
adding cracked glass vfx.
experimenting with tilt shifting
that looks awesome.. you do like a blur above and below a bit too, eh?
yeah top and bottom
adding attack variation and item shortcut
adding damage number and auto aim
looks awesome
Great stuff!
Woah dude, how do you make art like this? It looks stunning
there is nothing special i just use color correction and limit sprite color with palette.
Sounds like pure magic
healing with stimpak
Man, I'd love to playtest this, let us know when that happens
Soon, if I get funding, it will be faster 😄. I still need to make more in-game content.
been thinking turning the game into dungeon crawler with random map generation. feel like it will deliver more content much faster there also a good article discussing about algorithm
https://robertheaton.com/2018/12/17/wavefunction-collapse-algorithm/
testing level generation
I don't have experience making that type of game, but I have experience in general, and while of course procgen helps lengthen the lifetime of a game, it's much harder to control.
The recommended approach is to make a bunch of levels by hand, make sure they're fun and to playtest them, iterate on them, and only once you have a chunk of interesting encounters, weapons, and situations, should you think about which parts can be abstracted away and randomized.
This looks extremely cool, but maybe getting in that too early might render game design harder
Again I don't have direct experience, I'm just relating what I heard from other gamedevs; you do you.
Yeah quality of the level certainly much be much lower but I'm not fully commit yet.
this maybe the way to have more control of the level design.
level gen update. now i have data on each room with rect size and everything now i just need to figured out how to put pre-made level on to the scene.
I'm using BSP algorithm for anyone that want to learn
https://en.wikipedia.org/wiki/Binary_space_partitioning
In computer science, binary space partitioning (BSP) is a method for space partitioning which recursively subdivides a Euclidean space into two convex sets by using hyperplanes as partitions. This process of subdividing gives rise to a representation of objects within the space in the form of a tree data structure known as a BSP tree.
Binary spa...
cool stuff
Incorporating wall. some corner wall is missing but it's improvement.
I just realized start is always at top idk if that's good or not 😂 . i guess it's nature of binary tree
you could just rotate the whole thing if thats possible lol
looks good tho
updated version with fix corner gap
i just pick random room as starting point
wall visibility working now. just need to setup enemy and loot
enemy working now
currently working on designing loot table using spreadsheet 📑. the more you descend through level the better the loot kinda deal 😄
for now, just populate level with simple loot generation.
add reveal area in minimap
adding seed feature. so far so good, godot already seed feature in their RandomNumberGenerator class which make everything easier
.
level generation now is more predictable down to the debris with exact same location 💀.
enemy spawn position still not following seed
to give more challenge
awesome stuff nice to see so much progress
thanks, reducing scope to pcg definitely made development much faster. and now i know what i'm doing to do with the game.
if you fan of dungeon crawler definitely tune in 😄
ya once u launch a steam page or whatever i'll wishlist
add theme to floor level
basically just like stardew valley version of mines theme depend of depth of level
what type of loot and enemy spawn at certain level
I'm actually super excited for this one!
working on level spritesheet adding more theme later
I'm targeting 5-10 themes? the deeper you go the more dark/grotesque level be.
this shouldn't take long. I'll update list soon.
i think much for now 😅
making resource spawn throughout level that player can harvest.
Hype!
I'm posting update on official discord server as well 😄
Do we have a link? 🙂
Hmm, got it, I'm on both as well, haha
nice 😄
do you guy like enemy is moving when player is also moving? just like good ol Rogue.
So its "real time" turn based?
my personal preference is ARPG type thing
turn based only when player is range of enemy. it give player time whether player want to engage or not because attacking will require stamina so you want to cooldown.
I'm really trying to release vertical slice as soon as possible but idk if it's ok for game impression 😄. I'm using that build also for pitching to publisher. does itch have unlisted link?
BUNKT
new name?
yep, to better fit the game’s theme underground bunker.
neat title
tackling more important thing for now. traversing system now working you go trough this hatch spawn opposite location from your spawn. you can't go back up for now.
I added back sway grass 😄
I have reason to use this old assets now 😆
maybe elevator accessible for every multiples of 10 like 10, 20, 30 etc so you can go back up to manage resource.
testing resource gathering with egg
I’ve been scratching my head trying to figure out how to scatter vegetation and other objects I want to “paint” on the map. Turns out you can use Godot’s built-in noise generator. I can rest now 😄. The class actually has some really handy properties, like noise type and more.
Aside from performance improvements (I’m still learning), this is how I’m generating resources for now.
Oh boy, using noise is so much more natural and headache-free. I don’t know what I was thinking before. Before this, I was just using randf() on every single cell 😂
new cursor
I was thinking this just better indicator where your action is placed. yes this is inspired by stardew valley 🤭
I made isometric tilemap template if you want to check them out
https://github.com/alvinseptiano/isometric-tilemap-template
idk if discord compress image
trying to align scene and tilemap cell. scene collection is just hard for me to make it interact with code or i just don't know how to do it.
I don't know why instanced scene keep colliding with used cell even though i already use map_to_local and check for active cell with get_cell_source_id.
and its clearly work because it spawn where player stand. and when i click cell it deleted both grass and egg 🤦♂️ it drives me insane
Is your tilemap not at (0,0) maybe?
no everything is at Vec 0 for now i just skip if node exist. it might spawn less than data table intended but idk what else todo 😄
func _is_node_exist_at(cell: Vector2i) -> bool:
for child in get_children():
if local_to_map(child.global_position) == cell:
return true
return false
i guess this is it for now i want to move on for something else
new resource and new cursor finally implemented
update grass color to match palette
for anyone wondering i use this awesome color palette
https://lospec.com/palette-list/waldgeist
might release demo this month 👀
This will basically be a vertical slice that shows my vision for the game, and I’ll need yall peeps input. I’m also preparing a GDD so everything is clearly structured. It will come together with a YouTube trailer.
adding herb resource that will help player regenerate stamina/health
implementing firecamp where the player is rest to recover stamina
when you trying to build firecamp there will be grid to mark desired spot with grid like this. but I haven't implement this yet.
bonfire will be use for saving point and resting area. i set it up so i will spawn randomly in each level once.
making turret. your companion during enemy wave
I want to try sprite stacking because current one is too stiff for my liking which only 8 direction. but so far don't quite like with result maybe I'm doing it wrong idk I'll update later.
testing sprite stacking
updated color and scale
testing turret