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Game devblog 006, where we find a way to the lower deck, and test out some basic light effects.

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Indie game development is wrestling a lot of beasts, one after another. Well, the fight with the beast of scene changing proved to be an interesting one. There’s a bit of an update and the gdscript that ended up working is for now added to my online godot dev notebook. It may need to be updated as there’s some crazy slight-of-hand effect busting up the fade-out-fade-in transition between decks.

Something is still bonkers about the movement. Beginning to think it’s a godot debug preview window quirk coupled with the fact I’m developing on a mac. I did swap _physics_process with just a _process as I found out I actually should, and either the motion feels a bit better or I’m just overworked and subconsciously want it to feel better. Will have to dig deepr into movement physics one of these days…

But I digress – there’s been a lot of major updates.

I’ve done more pixel art for the bottom floor, it’s really starting to take shape. Although the lower deck takes a back seat to the main deck, it’s actually mighty important for the narrative. This being your proverbial shitty interstellar armed cargo transporter, it’s all gonna be about the goods, of course.

I also worked on lights and shadows initial planning and setup, too, and worked out the basics. Screen glows are working great, and both them and the stairwells light the captain nicely. Spent almost an hour just walking around my spaceship and looking at screens like a child with it’s rattle. This is the kind of shit indie development is all about. You give yourself some time to enjoy the little things as there’s no suits to chase you to hit some made-up deadline.

There’s a lot of functionalities ahead, but what I’m looking into now is finishing the basic furniture design and animation cycles for the rest of the crew. Beyond that I’ll be planning my time to figure out interactions, and items – and start working on dialogues!

We’ll just see where the solar winds take us!

Check out the visuals on the current progress in the latest video (link below) – this one a first with a voice over!

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