First game, I started not knowing how to do pretty much anything. I didn't quite reach the point that I had wanted too and got side tracked learning how to code different things, the end result is a short hallway (2 of them) where I tested things.  All of the code was implemented in a way that it will let me jump start any future projects and there are plenty of things I want to tweak a bit like casting light onto the surface of objects and building a dialog tree manager, but this is what I had time for.  I want to rework the inventory to be built out of buttons rather than panels because buttons are based.  I also want to start implementing item and enemy spawns in a different way.  Currently, I made enemies and items as individual scenes and drag-and-dropped them onto the scene but with this method I couldn't think of a good way to "save the state" of the level so that reloading it through a scene manager would keep the state of that level.  Basically, everything respawns with the level because all of the things are direct children of the level, I figured out a good way to fix it a few hours before submitting the project but didn't have time to make it.  What I want to do is build an item manager a level class and an associated item manager class per level (maybe a little tedious but I'm learning).  With the item manager I want to mark where things spawn through the item manager, edit the pickup code to send a signal to the item manager flipping a boolean from false to true to resolve an item or creature as picked up or killed so that if the level gets reloaded the game level will ask the item manager to load anything that wasn't resolved the last time it was loaded.  I also wanted to work on light occlusion so that the surfaces of objects can still have light cast on them instead of being obscured in shadow from the occlusion polygon.


Here is the GDD: 

https://docs.google.com/document/d/1Q4fWcfW5m4f8bD8-bPDjtOVuv2Nykggtfcx9Ca2CZsk/...

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