Devlog #1 | v0.2.x | Mod support
Welcome to the first devlog of the work-in-progress 0.2.x update!
There are a few things that must be said to begin.
First, I'm going to explain my absence of presents and lack of production as of late and why I recently restricted this page.
As you may know, I started this project in hopes of learning and pushing my knowledge of game development with Godot! I had a lot planned for the first 0.1.x stage of this game and accomplished a massive amount in such a short time for a newbie. I spent weeks working on some of the updates to ensure they were good and had a schedule. I had a few short times where I'd take a break so as to not burn out. I succeeded in many areas of learning but felt I was lacking some data-driven knowledge. I decided it was time to work on the AI which can be found in a few updates if you look at the devlogs for the update changes. This part of the journey stumped me into the ground and made it really hard for me to continue working on the project, I have very little foundation in making AI and I thought it would be a good time to learn, but I still plan on it, for now, the monster AI is on hold and may even have a change in concept. I pushed what was the last commit for many days and took a month's break to recollect my thoughts and have a new approach to the game. During this time I opened a new branch of the game and committed the first change "Level Designer | v0.2.x," which can be found here, this was 13 days ago and was small but hopeful. I only wrote two scripts of 73 lines of code and added a designer scene and put the branch down for the mentioned time. This was what led to me working the past few days out of a fresh mind of inspiration!
I am super proud to announce that modding will be supported by v0.2.x and am surprised that I'm going to be adding this so early in development. I have a good foundation for a level designer and hopefully with the right steps in developing a good foundation for mod development, and a proper MDK that user's will be using for their own mods. I'm happy to say that this game will be a modular and hopefully community-driven project!
Now that I said that, I must get to the part of the devlog that makes me excited to announce this.
I am going to be using this system to create the game's base game and story! When all is well and done, the game should easily be moddable and playable as a base. I've had a few struggles in developing a method of loading resources but with a recent breakthrough, I can certainly load resources in a way that can allow modding to the core game or even a full game conversation!
My decision for developing this system so early is as stated, that I want to use it to develop the game's core story and lore. Of course, fully custom stories will be supported and modding will hopefully be available.
But, just in case, sometimes there are setbacks in development that put projects and features on hold, if this happens, you'll be informed here on the itch page through the development previews and devlogs. Keep expectations at a moderate point, but don't lose hope.
The early previews of the games map designer and modding features will be available in the devel-0.2.0 branch, including the commits to the branch.
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Caster
Just a little thing I'm playing with, everything is made in gdscript, inside of godot. Some assets are placeholders.
More posts
- Godot Changes and Roadmap for caster v0.2.5.2aMar 04, 2023
- Devlog #2 | v0.2.x | Status of developmentDec 21, 2022
- v0.1.4 - Interaction, AI, dialog and more!Jun 24, 2022
- v0.1.3.4 - Hiding, bug fixes, and much more!Jun 10, 2022
- The team & source control (Preview v0.1.3.1)Jun 08, 2022
- v0.1.2 - Movement, stats and more!Jun 02, 2022
- v0.1.1 - More features / Monster updateMay 24, 2022
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