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Game released!
youtube
Get it now! For free!
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Devlog 30: 22....28.07.2024
Hey hey!
The game has been quite rapidly nearing the elusive Release. I've been mainly trying to tweak the "user experience" by adding more things that can happen, and fixing bugs and such. New art assets and dialogue.
June Webcatz has been helping with assets and code. Thank you! Drakonic has been playtesting the game which is a whole new perspective for me. Thank you!
My favourite part: sliding puzzles in the forest
The coming week will be a break from the routine so I don't know how much progress I can make. If I don't, I need a break anyway.
Toodles for now!
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Devlog 29: 15....21.07.2024
Hello!
The final battle was deemed "finished" this week - until I inevitably to back to tweak something about it later.
A bunch of polish to the core systems. NPCs no longer mostly randomly walk into walls, which made the randomly spawning thugs spread out all over the town whereas they used to be clumped up in certain spots only. This made me also save their positions in the town through saves and battles so they feel more rooted, so to say.
I tweaked the forest to be hopefully more fun and worthwhile. I noticed while playtesting that it was quite stressful to grind levels there - which is its purpose - so I naturally gravitated toward other solutions for that. Thusly I made it easier to hang out there. This also means another somewhat-revamp of the random battle generation, but I haven't really tested it thoroughly yet.
More dialogue. For example, the fisherwoman tells you your high score now. The Zeremy phone calls give you more info now, and there's more unique calls.
You can edit your keybinds now!
Oh, and another little thing... I finished the ending. One can play through the whole game now, from start to finish. No biggie...
See you next week!
Goodbye.
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Devlog 28: 08.07....14.07.2024
Hello!
This week I mostly finished the final dungeon area, and started working on the final boss.
This is the dungeon in question.
The keywords in the feedback for the final boss so far: "annoying", "I hate this", "if she fully heals again I'll kill you".
I think this is a great sign so far. With any luck, I'll be able to finish the bossfight this week, unless something else comes up, which it will.
See you next week!
Goodbye.
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Devlog 26: 24.06....30.06.2024
Hello!
This week I made some progress on the next area of the game - the dungeon. I wanted to use procedural generation in there, so I wrote what I think is a binary space partitioning algorithm to split a big rectangle into a bunch of smaller rooms. Then I worked on making decoration assets and got to make a few new enemies as well, though they are yet not available in-game.
There is a video/post available about the dungeon generation.
See you next week!
Goodbye.
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Devlog 24: 10.06....16.06.2024
Also available on Game Jolt:
Greetings! This week I finished the president bossfight and implemented the fast travel system that I first promised, uh, 2 years ago or so.
Here's a slightly more detailed change log.
president fight finished with cutscenes and everything
phone calls updated, there are more of them now
police station interior design update
messed around with greenhouses to fix a bug
improvements based on a playtesting session (thank you june webcatz)
credits and license should be correct now
added second bike ghost and fast travel between bikes
The coming week, I think my focus should remain on the woods. The forest path. It's an area for the player to grind and level up, mostly - you can go deeper and deeper into the woods to fight more powerful enemies and gain nice loot while doing it. I just need to flesh it out with more things to do, more things to fight, more things to find.
Goodbye.
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Devlog 23: 03.06....09.06.2024
Also available on Game Jolt:
Hello! This game is still being worked on. As I mentioned in my last post, I plan to use this summer to the best of my ability to "finish" the game. Or to at least publish it by the end of the summer.
Here are the changes made this week:
less room for football
pride month
less room for dog
electric attack reflection item
(a badge of some sort perhaps)
40 changed files with 4,097 additions and 3,224 deletions.
failed optimisations instead of progress on game
critical attacks now visible before next turn
- if an enemy has crit opportunity on you their name will be yellow
- if you have a crit opportunity on someone their name will be green
"Pizz"
The picture in the changelog teases teehee the new boss coming up.
And once that boss is finished, you'll be able to go to the woods... And then fight the grandma, to end the game.
Hope to get there fast... See you.
Goodbye.
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Anniversar y
Hello. It has been one year since the start of the development of Greg RPG. I have written some more involved text on my website, go read that if you please. Rather scary to think about... one year... I better hurry up.
This weekend, I'll be posting some music on my Youtube channel for some quick and easy algorithm feed, as I should really be studying for exams this week. ha ha.
youtube
Here is the first song. Excuse the image quality, the video was made in Windows Movie Maker.
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Behold my little men I made
Greetings. This week (also known as 1 hour ago) I have recorded a little bit of messing around with the NPCs in Greg RPG. I tried to showcase how they work on video. Here is that video.
youtube
This coming week will not be great for making this game, as the dreaded Exams are coming up soon.
Also, happy new year. May it be a peaceful one.
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Look at my Greg boy
youtube
Once again video editing is detrimental to me going to bed in time. Next week I want to actually show something of substance. I do not have high hopes, however.
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Sorry for missing
I intended to post weekly on this account. I have missed 2 Sundays by now.
youtube
I hope this video well, it cannot make up for it. I have made it nonetheless. Your problem now
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Damn
I keep forgetting that you exist
Check out my cool jacket you might never aqcuire (how do you spell that) something as cool
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The sleepy one
Do you remember me?
Education is important,
but I can't lose sight of what matters most.
Greg.
youtube
Maybe 2024 will be our year.
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In the depths of the lake... the catch of your lifetime is waiting! Make it happen sooner rather than later - your life won't be too long.
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Please, if you know any funny fish facts, tell me about them.
There are two fishermen in this room.
Which do you trust?
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There are two fishermen in this room.
Which do you trust?
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Devlog 12: 20...26.03.2023
Welcome again to a weekly update. I should post wayyy more often than this. But oh well! "Enjoy" the long update in the read more.
A strange week... not in a good way. My productivity dropped A LOT by the end of it. Let's see what I managed...
Monday - playtesting quite a bit. Fixed an annoying bug.
Discovered a bug regarding battle rewards - the xp rewards you get from murdering enemies apparently were kept between battles. This meant that if you got 10 xp in one battle, 20 in another, then those amounts would be added. And you could start getting ridiculous xp amounts from simple enemies. So I fixed that, after a long while of debugging (thank you to Godot debugging tools.).
- what I wrote about it then
More work on the lakeside area this week. Enemies. They are hard to win against, generally.
And then...
Enjoy a compressed gif of the animations of the Bike Ghost boss. Who is someone you can fight in the game now. Functionally.
And uuh. THat's it. This week... Oh man. I have had... some issues with connecting to my friends in chat this week. Which has not helped motivation. So. Yeah. I'm blaming it on that instead of my own inability to get myself together and motivate myself and
Goodbye.
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