Update 22 - New look, a lot refactoring, Godot 4.3


Long time since the last update. Mainly because I was re-writing a lot things, we decided on a better design for the maps and the world map and experimented a lot. 

World Map:

We lean into the hexes and draw the terrain now in the hex grid. There is a way we can draw also small hills, grass, waves and stuff so it looks a bit more interesting. We also did a small road system so the maps can be separate a bit but can also unlock new paths.

Levels:

Same as for the world map, we can draw terrain now and a system is spawning the according plants, hills, waves, etc. First time testing some simple shaders to make the grass sway a bit. A lot testing went into this as we didnt want to distract too much from the gameplay relevant objects but wanted to have a bit more interesting backgrounds. We had several approaches but they were either generating a lot work for not too much outcome or where to simple. With this we believe it matches all the needs. The levels themself didnt change much yet. FINALLY we can begin to focus on the gameplay again. So next update might have new maps. 

Characters

Refactored the whole animation system. There is not soo much to see in difference yet besides new animation. The ones for the picking up of characters is missing as all animationed needed to be redone. 

Dialog / Script System

Biggest change is a generic scripting system so maps can have some map scripting mainly for the dialog system intended to explain new features. It's only active on the first map so far and only for testing porpuse. The maps need rework which we will do next. 

Godot 4.3

Switching to the latest engine version as they changed the web export A LOT. So finally it seems to work on iOS devices. Also the sound issues seems to be fixed. The tile map system changed and we adapted the world map already to the new system. The maps itself run on the now deprecated setup and will be changed next (which is a bit more work)

Files

MatchTree22.zip 14 MB
91 days ago

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