Small update and minimal fixes.
Hello, the game is not dead.
Even though I haven't updated anything in a while, I've been at work.
I've been trying to port the game from Godot 3 to Godot 4, just to get it up and running on the most modern version of the engine, and it generally went well, most of things are fine, however, Godot 4 feels uncomplete and there are many minor bugs that end up amounting to a lot. Things like Labels not behaving as expected, music loops adding weird pops that weren't there in Godot 3, multiple resolutions being very weird, at least how I tried to do them, since there's also lack of documentation, being so early and all. Modulate not working with shaders, and the engine being a bit slower and vsync causing stutters when debugging.
Now, I'm not mad at the devs or saying that Godot 4 is terrible, the engine came out a couple of months ago and these things are expected, however, this process is going to be slow, and I even tried my hands on fixing some of the issues myself and opening a pull request to fix the label issue. However, the pull request review system and merging seems to be quite slow as well. I searched for pull requests that re-added the center_window() function from Godot 3, and despite it being seemingly ok, it's been open for a year now. So who knows how long all these fixes will take. I can't wait for that long to add new content to the game.
Again, I'm just ranting some of my frutrations with the migration progress, I admire the Godot developers for what they've done and what they offer to game devs free of charge and I don't regret trying to port the game. I'll just have to wait until the engine is more refined until I can fully port it to the new version.
With that out of the way, I'm in the middle of working to polish the demo I released on february.
I've been designing and iterating on the full map of the game, to see how many challenge rooms are needed/acceptable for each area so I don't have a billion challenges in the game, and after that, I decided to remove 15 challenge rooms from the forest area of the demo, which are one of each forest area that had 2 challenge rooms in them, so not much has changed.
I've decided that I'll add a bit more life to the forest by replacing those doors with NPC's, so I'm in the process of designing them.
And finally, I fixed a couple of bugs.
One that used to let you see the void at the bottom of mirror lake, and another one that would make you fall faster after a last possible frame pogo bounce, which made pogo challenges harder.
Apart from that, I also added more dialogue to the artist, so now they talk to you after you reach some leaf count thresholds, in hopes to give them a bit more character and interactions with the player.
My current plans after this update is to retouch two songs of the OST that I'm not quite happy with, retouch one special event to make it a bit more dynamic and add more NPCs to the forest area. Once I'm done with that, I'll upload the new version of the demo, do another devlog and will go on to implement the rest of the world map.
That's all, have a nice day.
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Wishbind
A handcrafted 2D collect-a-thon.
Status | In development |
Author | Strelly |
Genre | Platformer |
Tags | 2D, collect-a-thon, Exploration, Godot, handcrafted, Indie, Open World, Pixel Art, Singleplayer |
Languages | English, Spanish; Castilian |
Accessibility | Configurable controls |
More posts
- Small progress update.79 days ago
- Demo rebalanced release and more.Feb 18, 2024
- Even more QoL improvements.Jan 16, 2024
- New mechanics and tutorial.Oct 15, 2023
- Couple of bugs fixedMay 27, 2023
- Final demo updateMay 26, 2023
- Small fix to an enemy.Feb 03, 2023
- Added best times to challenge rooms.Feb 03, 2023
- Super small fix.Feb 01, 2023
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