Luscidomi is an Action-Adventure game, akin to Zelda, based around dreams and exploring alternate worlds. It originally started out as an Undertale AU called DeadTale Remixed, but eventually when that fell through, the characters were repurposed for this original story/game.
I've been working on Luscidomi for almost 4 years and progress has been pretty slow since i've been doing most everything by myself. Some of you may have played the recent playtester demo, which was about 2 years of work, alongside having to remake the demo a few times due to my old code having not been compatible with the newer versions of Godot and corrupted files from changing computers. I'd appreciate if anyone's willing to help with development. This is mostly a passion project and I don't think I'd be able make profit off of it even if I wanted to, since it kind of sits in a weird gray area.
Looking for:
Artists
Musicians
Writers
Anyone who knows/can learn how to use Godot/GD Script or general programming know-how
Luscidomi is an Action-Adventure game, akin to Zelda, based around dreams and exploring alternate worlds. It originally started out as an Undertale AU called DeadTale Remixed, but eventually when that fell through, the characters were repurposed for this original story/game.
I've been working on Luscidomi for almost 4 years and progress has been pretty slow since i've been doing most everything by myself. Some of you may have played the recent playtester demo, which was about 2 years of work, alongside having to remake the demo a few times due to my old code having not been compatible with the newer versions of Godot and corrupted files from changing computers. I'd appreciate if anyone's willing to help with development. This is mostly a passion project and I don't think I'd be able make profit off of it even if I wanted to, since it kind of sits in a weird gray area.
Looking for:
Artists
Musicians
Writers
Anyone who knows/can learn how to use Godot/GD Script or general programming know-how
Finally got them to properly avoid continually walking into walls! (Even if now I feel stupid because it was such a simple fix that took a few days to figure out)
Got a character that can switch between walking on their own and chasing
Found a way to make character that can switch between roaming on their own and chasing/following you. Forgot to have the speed change back at the end, so they sped off. 😅
Now characters can follow you at a speed based on if you're walking or running (Speed for walking intentionally slow to ensure it works/show difference in speed)
I was having trouble getting the walking NPCs to change direction when they hit a wall, had a whole complicated system of signals and stuff to try to make them go the opposite direction and everything. That didn't work and it turns out the solution was stupidly simple because there's already a variable for if a character is touching a wall in the engine:
Feel free to laugh and mock me for an idea I just came up with and might not make it into the game, but I still think it'd be pretty neat (maybe, if time allows):
Insert pathway Community Clubhouse(s)
Small self-serve rest stops where you can get snacks
Snacks are (technically) free but encouraged to put money in the donation boxes
The more you donate (above typical snack pricing), the more higher quality snacks are available
Donating just as much as the snacks cost allows the clubhouses to remain open, but the inventory won’t change
Donating less or none at all results in fewer options and at a certain point, no more snacks to purchase (Invisible snack debt)
Can be fixed by donating enough to pay off the invisible snack debt