The First 24 Hours!


Okay so I wrote way too much for one post...so here we are with the second half of the original post!

There's also a health system working! So this may not be a popular take and may get changed down the road. But you won't be able to see your health bar or anyone's until you get "Health detection" magic as a passive. Now when you get a character rolled you may end up with it automatically or you'll be able to invest in it immediately. I just think having magic being the canon reason for health bars would be cool. There'll still be visual cues that you've been hurt obviously, and I want to implement a damaged system that makes you move slower, attack slower and weaker if you can; as well as the vignette around the screen getting darker and darker and the audio fading. There's a lot of cool ways to convey your health level without a bar I'll end up adding. (These will be in Goal List 6)

Here's the little death screen I made up!

It's pretty basic with some Kingdom Hearts inspiration and I love it. There'll be interesting feats you can accomplish in-game that'll show up here. And TONS of stats with increasingly amounts of silliness. I love stats and try to include them when possible. I made a class project ages ago called "Rock Breaker ULTRA DX" and I'd show it off at open houses and this one time a kid spent the WHOLE like 4 hour open house playing this little project. Little bro got the highscore, dropped his initials; and when I asked him what he working on it because he kept playing it. He said he loved the stats and wanted to make them higher. So since then I knew stats were always worth adding in.

Then the knockout effect (which is when I fully got the sleeping effect in play!) was a nice add and speeds up time like when you sleep except you can't cancel it and only get back a small percent of your energy. It's not crazy right now just sets you on the ground for a handful of seconds; not much to show for now.

To weave everything together like a fully functional death screen I made this super basic title screen to get by for now.

I also added in Godot Sky in the middle of all this and it really ramped up the quality of the project!

I fixed a lot up in the background then I knew I needed to do the character creation system. But first I'd need to make a versatile dialogue system which didn't take long!  And last but not least on the list I made a simple character creation screen you're met by! Now this isn't the final product and there'll be plenty more additions to the customization of it. But you get to choose your name, your pronouns which can be COMPLETELY CUSTOM! This is 2024 and I want as many people as possible to enjoy this game. Plus I F$CKING HATE when games lock content behind a gender or sex wall; it's super annoying. Oh that cool armor you wanted? It's for male characters only. No I hate that so I'm not doing it. And if you want to set your pronouns to be standard pronouns go for it, you want to use a mix of various pronouns? Go for it. You want to create brand new pronouns or silly ones for your journey through a fantasy world; BE WHO YOU WANNA BE.

You can also choose your own race which I currently have 4 to choose from that have no labels yet. It's not polished just a super basic creator to get us into it. Down the road you'll be able to pick your body type which all will have pros and cons as well as your age and various visual markings like hair and hair color as well as skin tone.

When I claim I want my game and games going forward to be full support on player expression; I mean it. Even if the estimated cost of all those changes rounds up to about $6k.

By the way this brings us to almost 24 hours of development time. Not too bad for only 24 hours! And it also brings us to the end of this first devlog. I hope you've enjoyed this initial romp through my journey so far. The game isn't super buggy but it's also not super stable and organized. So for the next devlog I'm going to be adding the first wilderness area with some cool additions then we'll go from there.

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