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Day 01 Cosmic Horrors Jam

·380 words·2 mins

6:26

7:42

Okay, that was a lot of time posting / messaging trying to get a couple team members but we’ve got a writer now!

I’ll have to figure out how to get their writing into the game. Haven’t collaborated with a writer before.

7:57

Gotta focus on technical for a bit.

8:51

Repo and game page setup done. Gonna take a break then draw a couple levels and see if I can walk through them.

11:23

Back at it.

13:24

Talking to a potential artist.

Getting ugly level backgrounds mocked up.

14:18

Got a character moving around the screen but need constraints. Looks like Navigation2D is the way to go.

Thanks to this video for the heads up: https://www.youtube.com/watch?v=0Z0ZC9JtyTo&list=PLUO8yoWlZ_ayjV1XioVXt47q6b5nKpKPi&index=5

17:45

Point and click navigation for player is working. Including scaling with perspective.

It works well. But I think I want to use WASD. It’s a stronger connection between the player and PC. Richer and more immediate feedback. That way the player will project themselves into the PC and have a stronger emotional connection.

Then I’ll do doors and rooms.

Got WASD working using the NavigationRegion2D polygon. If the player moved and was outside the region then its position was reverted. That means the player got stuck on the walls which is bad game feel so quickly ditched that.

Instead I drew a StaticBody2D with a CollisionPolygon marking all the areas that the player cannot go. This is not as nice as defining the floor they can walk on and I hope it doesn’t get me into trouble in the future but the game feel is heaps better.

I think that’ll do for now.

How about using doors aka opening them?

19:59

Alright, got a door animation working.

Lots I need to do to clean it up so I can place doors more easily everywhere but it’s a promising first step. I wasn’t sure how I was gonna coordinate the animation of the player and the door. I ended up just hiding the player and using a clone of the player’s art and having the door animate that to a position inside the door. Add a clipping mask and it looks like the player walks through the door.

Doesn’t look like the player opens the door but that’ll come later.