Although I wanted the radial menu back when I originally started this,I knew that I probably needed a potentially more controller friendly instead of mouse input option.
Also its just better to make the simple version first as a step to more complex things where its a list of things thrown in a vbox
also my cats waking me up giga-early for me to feed them because sunrise is 3:30. They ignore the blackout curtains and believe the sun is the true alarm clock.
eating dinner at midnight and coding because I can't have a normal sleep cycle during swedish midsummer.
We love almost 19hrs of daylight lol
Can I show off the best parts of the game I'm making in less than 1 minute?
yes I can š„°
"Torasu" - a love letter to NES Gyruss
not done with features yet *and* overly ambitious in an area of gamedev I would not call myself a domain expert?
you bet your ass.
Its all instantiated and wired up by code from the base art asset automatically, just needs minimal string table stuff, im saving myself from future pain I think š
the metapart targeting stuff to figure out what 3d node position to convert to screenspace for the line endpoint positioning can use either the average position of all sub-parts,or just the first entry in the list. Looks nicer with using the 1st entry, so the strings are ordered to pointat feetbases
Its kinda amazing to channel anger and spite this morning into a useful energy for a gym workout instead of rotting in bed bein a little emo girl.
Sometimes the fuel you want to burn is not the type you have on hand for the battles that still need to be fought.
still doing flying combat text numbers at the points of impact, but now throwing alittle damage hit graph and dps meter prototype in before sleep.
my favorite kind of gamefeel feedback and debugging is the visual kind.
back to #ui jail today after taking some days off cause reasons.
'metagroup' targets supported (groups of multiple parts settable as a target, higher hit chance than aim at sub-parts),
also quick bespoke radial ui thing that orients elements based on the model rotation
#gamedev #godotEngine #devlog