Devlog: dialogue, hitboxes and level design (Patreon)
Content
Oct 15 bis
The health display works perfectly. I learned Godot's signal system to let the character communicate any health changes to the HUD, and atlas textures to use different regions of a sprite sheet. Also, for some reason, Godot is very afraid of integer divisions and requires that the programmer manually reassures it that shhh, it's okay, it's safe to divide integers.
Oct 16
I have a bad cold (again), but I managed to get the action icon and most of the basics for NPC interaction done today. It's quite complicated, since the state machine has to handle the character's current state, player input, NPC data and interface all at the same time, and they're all different classes. Godot signals seem to do the trick, but it's still a mess.
NPC interaction
Oct 25
That flu hit me hard, but I'm back on track. The basics for NPC interaction and attack hitboxes are in place and functional, although they'll need a lot of polishing. The former requires the player to fetch the NPC's internal dialogue and send it to the interface, which takes control and displays it line by line, along with portraits of the characters. The latter uses shape casting to detect any enemy in range and signal that they're getting hurt, as well as any walls the hammer has hit so the player recoils.
Oct 27
I think I have enough mechanics for now, I'll start designing the levels and add whatever's missing when it's needed.
Base model of the Castle of Cornamenta
Oct 29
I often have to stop myself from spending hours adding every little detail on every building. Modelling is a lot of fun, but first I have to choose where everything goes.
Base model of Cornamenta.