Euclidia

Euclidia

15 devlogs
25h 8m
•  Ship certified

Platformer for Hack Club's Jumpstart YSWS in Godot. About shooting rays to traverse the landscape and get your cards back!

You've heard of the legend of the 7 Axioms deep in Dihpjuklidoß ("deep-euclid-os") cave, but nobody has gotten them...
You venture down and find mysterious tools that allow you to traverse the large, cavernous landscape. Strange things await you in these depths, including rainy columns and cryptic puzzles.
All of them will be faced in Euclidia!

Timeline

Now, things can be broken!!! All I do is give it the Breakable class_name and then it's broken based upon the code. The box is destroyed by the grenade in this video.

I added an explosion animation to the grenades!!! I also made the hitboxes activate when exploding (and be inactive when not).

Here's the image I promised last devlog; the trail is visible and it tapers off as it goes! This was surprisingly easy to make and it worked without a problem!!!

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I just made a Trail object! It creates a little white trail behind any object you put it on. I'm using it on the grenades for some extra coolness. The script is pretty simple; the parent node's position over chunks of time is kept track of in an array and then those values are used for the line. I had to change the custom line curve to make it look more like a trail. I think it's pretty cool-looking!

My next devlog will just be a picture of the trail in-game so you can see!

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I have now added a line to show you where you're aiming, and you must HOLD the throw button and release it to throw a trig-renade.

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Now, I've made it so that trig-renades only start their timer when they touch a surface.
Also, they now cost one COS and one SIN to throw, each. I think you can guess why. ;)

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My Godot Wakatime stopped working for a bit!!! But I fixed it pretty soon and only lost around 8 minutes.

Anyway, I've been transitioning over to using physics layers rather than type checking. It's SO GOOD. It lowers the amount of code that I need and makes it easy to configure collision in the editor. I love it. Here's a screenshot of the layers I've made.

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I've made a small tweak to the rays, making them slightly faster-travelling. I think they were too slow before.

I've also added little grenades! You can throw them out using your mouse to aim, and they start flashing and then disappear after 3 seconds. I have yet to implement the explosion or related logic. I will add a better way to aim them, like by HOLDING the fire button and then releasing to throw them.

Minor changes, but I fixed the viewport size on the itch.io page. I'll research how to better do that, but for now, it's fine.

I've also made it so that the ray about to be deleted by a right click will flash gray to indicate such. I reused the shader from the grenade tool I'm implementing.

Even though I have 3 hours on this devlog, most of it was just tiny, simple stuff like fixing bugs and screen size issues.

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Ship 2

1 payout of shell 149.0 shells

Rohan the Codebreaker (my code)

29 days ago

Rohan the Codebreaker (my code) Covers 2 devlogs and 9h 18m

I have finished the game!
Just in time for the end of the YSWS, at 11:00 P.M. CST.

I've added all 7 cards and an ending screen. There is also a hint room if you get stuck.
I made a new logo!!!

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I kinda forgot about devlogging for a bit because we got a surprise extension on the YSWS!!

Anyway, I've now added 7 cards to collect, and I've added a hints area in case you get stuck.
Additionally, there is now a pause menu that lets you see the cards you've collected.

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Ship 1

1 payout of shell 111.0 shells

Rohan the Codebreaker (my code)

about 1 month ago

Rohan the Codebreaker (my code) Covers 4 devlogs and 8h 31m

I'm finished with every mechanic! All the technical stuff is done!
Now, I have to design the world and its puzzles... in only two hours. I think that's fine.

What I've added:
- A camera system where it follows the player differently depending upon where it is in the world
- Buttons that unlock doors
- Ray upgrading items
- Card items
- A cool sound effect

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I have done a LOT in the last 4 hours.
I made items that you can pick up, an audio manager, and sprites for the main character!
Now all I have left to do is level design and maybe filling in the background with something.

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EDIT:I forgot to mention that I added a little bit of GUI, showing how many rays one has left to use.

The character can now shoot out a ray and then stand on it!
The ray disappears after 2 seconds of being fixed in place. After shooting it, it travels to a surface and stops when they come in contact.

There is still a bug with the line collision at certain angles, but I can fix it soon.

Next, I intend to add a jumping move where you plot a quadratic to follow.

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I started my Godot project and made some sprites for the ground. I added them to a terrain tileset to make sure they formatted with each other correctly.

Now I can jump and move!

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