remruts-devlog
remruts-devlog
andy
79 posts
Hobby gamedev. Play my games at remruts.itch.io
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remruts-devlog · 2 years ago
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I haven't been able to work on creative stuff lately. Posting on twitter doesn't feel right, but wanted an outlet for these thoughts, so here I am. Hello tumblr.
I went to a gamedev expo last weekend and felt out of place being a member of the general public. I didn't want to be the one checking out games, but instead part of the ones exhibiting them. It was incredibly crowded for an event like that, though I didn't talk to anyone. It was kind of lonely. I've been feeling lonely.
Now I think that this loneliness may just be that I'm not doing this. Making stuff. I've been doing some other things, like taking cooking classes or exercising. Mostly working, though. I don't think these things are bad, but it feels kinda directionless. When I think about what I'm doing this for I come up with "to feel better" or "personal growth", which is alright I guess but it lacks identity. Like I'm doing all this is for someone else, not me.
But then tying your whole personality to the things you make may be even lonelier. More so if what you make isn't that impressive.
I've always thought of making games as a hobby and I don't want it to be anything more than that. I certainly wouldn't want it to be my job. But I can't help but wonder how things would be if I took things more seriously.
I'm kinda stuck.
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remruts-devlog · 2 years ago
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Almost done
Not to make this post a checklist, but I've finished a lot of tasks and wanted to share.
The video below shows (in a test room) two new mechanics: super dash & parry. The super dash works by holding the dash button. It's kind like a jetpack. The parry on the other hand uses the brake button. If you brake just before you get hit, you don't get hurt and also recover a bit of your life.
Of course, you need a way to get these new abilities. So there's the shop for that. The bunny seller sells you lives, guns & new moves.
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I also implemented the pause menu, which was easy to do since the options and controls menus are their own objects.
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Finally, I added a scrolling credits scene and some cutscenes.
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What's left then? Mostly polish, but also sounds & music. I'm not really sure how I'm gonna tackle music, but I'll try.
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remruts-devlog · 2 years ago
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Got input remapping working and the options menu in the main menu. I still need to make the pause menu, but then I'm done with menus, I think.
Menus.
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remruts-devlog · 2 years ago
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I'm going to be working on menus these days
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remruts-devlog · 2 years ago
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some screenshots
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remruts-devlog · 2 years ago
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run, wolfgirl, run
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remruts-devlog · 3 years ago
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Tumanoton
Though It may need some polish, I think I'm done with this mini-boss. The general battle loop is: shoot the hands, shoot the sarcophagus avoiding the bandages, and then shoot the mummy. It's simple & cliché, but different enough from the other battles to make it interesting, I hope.
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2 done, 1 to go. Next up is Leto the Forgotten.
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remruts-devlog · 3 years ago
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Mini boss!
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I decided Agave is a Moon Witch instead of a Moon Priestess. It makes a bit more sense. This mini-boss has two attacks: teleporting and then shooting small projectiles, and creating those light pilars you see in the gif. The pilars have different patterns so that they aren't trivial to dodge.
Next up: the sarcophagus mini-boss
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remruts-devlog · 3 years ago
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Mini-bosses
So I've been thinking a bit about the last 3 mini-bosses. I've decided they are going to be a werewolf named Leto, a moon priestess named Agave and a mummy called Tumanoton.
I'd drawn Agave and Leto before but didn't really decide to put them in the game. I came up with the mummy monster today.
These mini-bosses are going to be really simple (like two attacks at most) & will have little health.
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No design is final (though it probably is).
Apart from that, today I touched some parts of the new level to add backtracking and added the white outline that was missing from the final final boss:
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I was wondering why she was so hard to see!
I think that's all for today. Just committing to these characters and deciding to work on them feels like progress. Who knows how long they'll take me, but once they're done we're almost finished content-wise.
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remruts-devlog · 3 years ago
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Post to organize some thoughts
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So... there's still a lot of work to be done to release the Paralunar update. It's not like I've been working on this thing for 2 years, but it kinda feels like it.
The final boss is done, the final final boss too. I made an "enemy spawner" recently and I've been working on some menus
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Working on these menus hasn't been that bad. In part because I've made objects that just take a property from the Game Manager and edit it directly. Godot's UI nodes help too.
Anyways, I still need to put them properly in the game.
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I think I'm going to scrap the middle phase in the final battle. Not having it won't make much of a difference. And I can always add it later if I feel like it.
What I need to focus on is all the interactions needed to get to this new zone. Also, the mini-bosses.
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Here's a short list of things that need to be done:
Bunny Seller teleport to new zone interaction
3 mini-bosses
Battle zone before final boss
Add tutorial & options to the main menu
Input Remapping menu
Implement a pause menu
Ending & Credits screen
At least 2 cutscenes
ALL OF THE MUSIC
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And some nice-to-haves:
More weapons
Seller upgrades (this includes a menu)
Secret Boss
Animation polish
Some new mechanics like Parry & Super-Dash idk
This whole thing is a lot. Making games is hard and (more importantly) takes a lot time.
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remruts-devlog · 3 years ago
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Finished with this boss :)
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remruts-devlog · 3 years ago
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eagerly waiting
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remruts-devlog · 3 years ago
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remruts-devlog · 3 years ago
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It'd be nice to have the time to draw some more
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remruts-devlog · 3 years ago
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This is a mock-up for a space where you battle a boss. Not the boss itself, that white silhouette's a placeholder.
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remruts-devlog · 3 years ago
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Some Paralunar update screenshots
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remruts-devlog · 3 years ago
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Tutorial
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