Devlog #2 | v0.2.x | Status of development
What I'm working on with this update. I've pushed my way into a more secure method of game development.
I have been off the grid for a good 6 months and I'm working hard now having a production PC for development.
In this build you may notice some major feature upgrades, and some major bugs currently being put on the back-burner until I have some better free time to refine and research some features.
Currently I'm working on the next feature change update, this update is to be merged into master and then I plan to overhaul the entire github page and produce some better documentation for mod / map creation. I hope there could be a forum of some sort for sharing said maps in the future of course. I think my bigger plans for the game is to refine a core game to make my own story mods and stuff for, like a base game that can be used to base other games on and as a "Engine" or hub for other players to share content directly from the menus, and of course there would be a "Workshop" of sorts with catalogs for official developer designed mods / maps, then community catalogs and such for a wider range of experiences. I have a lot of big ideas and this game is mostly indie at the moment, and is entirely managed by myself.
Now, for the info on the new update changes.
I'm not going to be very descript until I commit for my existing changes, of course, I'm currently working some kinks out and designing the update, so I haven't felt ready to prepare a commit of changes for a change log, I will however do this, but at this time, I need to ensure the game is functional to a state for playability and easy updating.
Oh I forgot to mention of course, the reason I need a release is so I can work out an in-game update system. I call it the OBUS but more on that later, once the commit is pushed, I will link it here. I need the file uploaded so I can continue to work on the OBUS.
Now the main features for this update is as mentioned, the OBUS, but also the Level designer and the modding system. There will now be script hooks to allow for better mod support. I haven't worked out a mod loader just yet, but map's can be packed together with mods built-in.
Mods also can be loaded from a wrapper map that can then load a map of choice, still a bit janky until I separate modding and map designing a little better.
That leads me to what will probably be the main idea of the 3rd devlog, the MDKtool. I'm still brainstorming this one but it'll be the version to have it's own mod-loader and other features that allow for modularity.
The current version I'm working on is v0.2.5.2, the MDK update will be in v0.2.6+
I'm hoping to have a production ready build of 260+ by 2023 Q2 depending on the development pace and progress, I have a job so hopefully I will have some free-time to work on this here and there, hence my weird delays.
After I work out the bugs and have a roadmap of ideas for b260 then I will roll out the pre-view build to a release page on GitHub, which currently you can get the most current development version here.
===INFORMATION===
A patch file can be downloaded to replace the current ".pck" file, this will update your scripts and game data. Engine updates will require full application updates.
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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 #1 | v0.2.x | Mod supportJul 22, 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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