POSTJAM.0.1


Intro

I cracked open this project to reference some code for a newer project I’m working on in Godot 4.0, but got distracted poking around made some updates. I think this game is pretty close to my ideal result, but it fell short by a few days of work, so I submitted it to 7DRL as an incomplete entry. It’s still not quite where I wanted it to be, but I thought I’d cook a build as I go, given that I tend to drop projects for years at a time.

so without further ado, here’s POSTJAM.0.1!

POSTJAM.0.1

Better Context Info

Added an icon to the appropriate sections of the context panel to help player associate the visuals to the gameplay implications - specifically to make the difference between “monitored” and “targetted” cells a bit clearer.

Better UI Tiles

The UI tiles all sat on top of the world, which didn’t really respect the depth of the scene in a way that made sense. Some tiles were meant to be laid on the ground, others above everything. I did my best to replicate that ideal!

End Game Popup

The work here is not final, but I was happy to get a proper end game flow set up. Now when I know what I want to do at game end, I have a place to shove that stuff.

Smarter Pathing

in the old build when you were stuck in a set of monitored tiles, trying to exit the tiles may have resulted in the player entering another monitored tile, even if a clean exit was possible. I;ve added some logic to solve that occasional irritant.

Outro

That’s all for today! To be honest, if the game wasn’t worth your time before, POSTJAM.0.1 won’t change that. But its the first in a few planned steps, including making the enemies a bit smarter, a KO state for enemies, more trains, and proper animations! Like all my projects, there’s a solid runway of features to work on, but also they all compete with each other for my team.

Files

POSTJAM.0.1 4 MB
Apr 08, 2022

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