Profile avatar
castor-games.bsky.social
An aspiring solo game developer. https://castor-games.itch.io
33 posts 39 followers 91 following
Getting Started
Active Commenter
comment in response to post
Thank you! :) I'm still mostly trying things out and building tools before I start making the game for real, but it's slowly coming together. Godot has great support for pathfinding, you should look into it at some point, it could be very useful in your game as well.
comment in response to post
Bugs are slowly piling up, so I'll probably focus on clearing them up throughout the next week, before adding any new features. :D
comment in response to post
Static (permanent) objects are baked into the navigation mesh to help with pathfinding, while fully-destructible objects such as barrels are not. These will use local avoidance until destroyed.
comment in response to post
Yup. I'm making it so you can have one melee weapon and one ranged weapon equipped at the same time, and then use the one you want based on enemy distance. It seems a lot more fun this way. :)
comment in response to post
Thanks, following! :D I also like the idea of a goblin running a shop, so you still deserve a lot of credit.
comment in response to post
Nice. :) I like the speech bubble because it's basically them saying the spell.
comment in response to post
Really cool. I like the art style in general. :) Looking forward to seeing more.
comment in response to post
Enemy navigation was a real pain, had to rewrite it multiple times. It works great with standard pathfinding, but I can't get mutual enemy avoidance to work so I'm implementing a custom solution with raytracing. However, I'm learning a lot, and this early prototype is already kinda fun to play. :)
comment in response to post
Thank you! :) I still just have a rough vision of what the game will be, focusing more on building tools and learning Godot & C#, but it will be an RPG with precise realtime combat and multiple companions, which is why I need good pathfinding.
comment in response to post
Navigation region is built dynamically by the Level generator. This took some tinkering, but works great, and will enable smart navigation for any generated level.
comment in response to post
That's true. Maybe do an experiment where the gap is ~2px, but instead of this strong dark color make it based on the tile pixels, darkened/lightened by some amount. Maybe darken the first pixel and lighten the second so it gets that 3D groove look of tile cards placed next to each other.
comment in response to post
I vote no grid, or maybe just a 1px grid that's semi-transparent.
comment in response to post
The game is absolutely beautiful, I really love the art style. I did a quick playthrough of the demo, some parts are great, some need more work, but I'll probably play it again when the new demo comes out and give more detailed feedback then. Keep it up! :)
comment in response to post
Happy birthday!
comment in response to post
comment in response to post
Love the style, seems so relaxing. Looking forward to trying it. :)
comment in response to post
Time well spent! :)
comment in response to post
Looks amazing. 🙌
comment in response to post
I love the style, this looks beautiful. :)
comment in response to post
Nice, thanks!
comment in response to post
Thank you! :)
comment in response to post
A dungeon crawler to start with, but deeply atmospheric and with some unique mechanics. I think it's a good first choice because most learning resources are geared towards 2D RPGs. I also have some strong ideas for a story driven adventure game, but that will come later.
comment in response to post
Thank you. :)
comment in response to post
This looks really cool! :)
comment in response to post
Thank you, best of luck to you too! :) I started with this, and it really helped me to understand the basics of Godot: www.youtube.com/@dev-worm