Weekend edition, first posted
over F95:
* Spent some time organizing the princess' Krita file, I'll probably release a copy of it and the Kobold when I release the first version of the game, so anyone can draw stuff for their own game and maybe distribute.
* Drew 2 more hair styles for the princess, one short (kinda inspired by Cure Black, might give it more length) and one that covers the eyes. The latter doesn't cover the ears, so it ends looking odd.
* I've set up a number of human colors for the princess' skin and hair, so the player can decide whether they'll want "inhuman" (elf, orc, furry-adjacent, whatever else I come up with) princesses or not. Skin variation below - hair variation is black, light-ish black, brown, redhead and blonde
I've also started feeling kinda directionless again, since I was drawing more stuff than actually needed and simply messing with customization options despite not needing to, so I've made a proper tasklist to work on:
[PRINCESS]
* Fix her hands
* Fix her idle animation
* Fix the layer order of her being carried animation (send the back arm behind the player)
* Tweak the being carried animation
* UI for her health (only show while she's being carried)
[OTHER]
* Draw 2 spears for the Spike Trap - ED3: Partially done. Drew one, with a metal tip. I did enjoy making the animation do a little "shake" once it fully extends
* Make an arrow shooting trap
* UI for player health
*
Design an actually playable stage 1 - ED3: Partially done, the stage has about enough to "get" what you'll be seeing going forward. Should be trivial to clear under 2 minutes the first time around.
*
Separate stage timer from Global (total) timer, so it can be reset properly - ED3: Done
[BIG SEX ANIMATION]
* Draw the fucking pieces already (been "promising" this for over 2 weeks now)
* Animate at least "From Behind" and "Mating Press" positions
[RANT TO SELF]
Regarding stage design, one thing to keep in mind is to also keep it simple. I don't need all enemy types, I don't need all the traps, I just need enough to slowly present the challenges. Present a challenge with little to no stakes, then amp it gradually. One failed jump makes you backtrack a bit, the next one forces you to backtrack more. Two jumps later, one where failure is a death.[END RANT TO SELF]
I probably won't have much time to work on these things today or tomorrow (weekend fun, gotta unwind!), but it's good to list them out so I stop doing "whatever" and regain focus. Keep an eye on edits to this post.
EDIT1 - Been designing the first stage, messing with the enemy spawner, and came a cross a bug that I've yet to solve. Spawned enemies become invisible if you grab (rape) them. Trying to figure out how and why that's happening, because checking the Remote scene (a debug vision of the nodes), nothing has been modulated to Alpha 0 (full transparency), nor has anything's visibility been turned off.
- Turning on collision shapes for debugging, the entity completely vanishes, as if i had just called a destroy() or queue_free(), to completely remove it from memory. It's "as if", but since the node is still showing up, it's not being "destroyed properly". The most direct fix is never allowing the player to grab a spawned enemy, so this never happens, but I'll be damned if I don't figure out what the fucking fuck is going on, especially because it fucking
used to work in previous versions.
- On spawn, it's also affecting other enemies already present. Jesus, what the fuck is going on
--- I've figured one of the problems, which was causing collision boxes to change shape
(this was a problem because one of said boxes was the line of sight of the Archer kobold), was caused because the CollisionShape2D were not "Local to scene". Not sure if this is the "right way" things should be, but it took a lot of time for me to figure that. Still working on the "disappearing" problem above
EDIT2 - Well, turns out the problem was the fucking position. After testing with a different scene/spawning methods, I've saw the kobold in the "wrong" place. Being spawned, the enemy's actual position is a sum of its own + the spawner, something I had previously fixed but apparently commented again because of some problem or another
-- Anyway, the actual fix was changing this line, that positioned the kobold:
>> position = player_node.position + player_node.eoffset.position
into this
>> position = player_node.position + player_node.eoffset.position - get_parent().position
PROBLEM. FUCKING. SOLVED. My fucking god, that made me go in circles needlessly. Worst of all was having to deal with the collision thing not working, but at least I've found a way around that.