A story-based game where void enters a world of light.
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Once you ship this you can't edit the description of the project, but you'll be able to add more devlogs and re-ship it as you add new features!
Thanks #fireentity-core for pointing out the 5 billion bugs I somehow missed!!
Main changes were:
Death and start animation are now a LOT faster
Lethos no longer attacks after death
Tutorial is condensed and doesn't interfere with Nym interaction
Some collision fixes
Some terrain sprite fixes
ALL ISSUES HAVE BEEN FIXED (it was case sensitivity) UPLOADED TO ITCH AND PLAYTESTED ALREADY, SHIP IMMINENT!!!
ALL EXPORTS ARE COMPLETELY AND FULLY BROKEN UNFORTUNATELY, THIS GAME IS DELAYED FOR A BIT BUT
I'M FINALLY DONE
I have literally been sitting at my desk all day I'm SO tired. here's what i did:
Redo a lot of SFX
Balance all SFX volume
Fix all collision issues
Balance the game
Improve cutscenes
Fix respawning not working
Update a ton of cutscenes
Add text scroll speed to each timeline
Finish final cutscenes
Adjust literally every value possible until it's perfect
Fix issues with sprites and the world
Title screen background
Improved backgrounds in other areas
and MUCH, MUCH more.
I am really mad rn bc this game won't work.
I hate voidborne.
Fixed the voidwell (it was just letting the player infinitely heal) and added volume controls!
Completely finished both endings! All I have left now are minor adjustments to everything!!
voidborne tomorrow?
Made one of the endings and its cutscene! The second one should be quick as I already have the baseline down from the first one :3
(no video bc MASSIVE spoiler warning)
worked on the final boss fight and the attacks for it! they spawn randomly in the arena instead of all coming from the boss and it has multiple attacks!
Added background lining between the platforms in Solaria so that there's at least some guidance as to where there's a platform and where there isn't one. I also made the final boss fight triple-fire some attacks from random positions but that's very choppy and unfinished so I'm not showing it right now. I'm also playtesting and making adjustments as I go + balancing the difficulty, RELEASE WHENNN
Made a map bigger and added a new npc/moved some stuff around! I have all the systems in place so adding more content is really easy and improves the quality of the game sm. I'm getting SO close to finishing!
musicmaxxing (redid all the boss songs so it isn't ear-splittingly repulsive :3)
MORE CUTSCENES!! MORE SOUND DESIGN!! MORE CRAPPY CUSTOM SONGS!! I'm getting SCARILY close to finishing. Did a playthrough and didn't find that many things missing, other than the obvious lack of ending (which i wont show on devlog for obvious reasons :3)
Working on audio! I added effects for player actions and also ambience. Also made a (very bad) song for the Lethos boss fight (custom OST woohoo?) Making zones too so different ambiences play in different areas of the map!
A lot of cutscenenes were/are unfinished or nonexistant. So I made a few of those! I also made a logo I'll showcase a little later! Gotta make a few more cutscenes and finish the dialogue up and I'll be moving on to sound design.
spawning/respawning sends you to your last checkpoint instead of to the beginning of the scene now!! i also added a respawn system (after 130 hours 💀) that sends you back to your last checkpoint. i thiiink that concludes the save system? unless there's more stuff i forgot about which i prolly did tbh.
Partial save system finished! It now spawns the player in to the world they were last in! It doesn't work for each individual save point though, I still need to add position data so that whole thing works but I'm getting somewhere! I have systems in place for saving stuff I just need to apply those to all the items/single-time interactions.
An actual intro cutscene to the final boss fight and also added attacks! It picks a random from the other two bosses attacks so it's kind of like a mix (for some reason it picked the beam a LOT more often than the fireball in the video??) i might randomize the spawn pos of the attacks and also add more movement capability to the boss. i dont want to make it toooo hard since i want people to enjoy it but i want it to be more difficult than the other bosses.
Improved the boss cutscenes! Since cutscenes would make the game feel so much better I decided it's probably worth putting some effort into them. Still a little choppy but I'm working on that!
Made the boss sprite and arena for the final fight. As it turns out Hackatime for Godot is broken and counted time I was afk?? So from now on I won't be adding any Aseprite files to Hackatime to balance out any extra time. I also improved a few of the existing systems (e.g. the ability to make the title text black.) I fixed some hitbox issues in the first world bc for some reason half of them were rly off. Time to make all the boss attacks and sprites! I'm getting close to finishing now!!!
Added a portal to transition between the world! The issue is whenever I playtest I keep on finding little issues with the world. Like collision is off center here, this platform is rly hard to get to, etc, and so I keep getting distracted trying to fix tiny issues. it SHOULD make the game a lot better tho since it wont have a billion inconsistencies and bugs.
bug after BUG after BUG literally nothing worked and it was all for the stupidest reasons ever. anyw i finally got the boss fight's attack working, it plays through the animation and at a certain frame checks if the player is in the hitbox. works perfectly! it also only homes in for the first couple milliseconds of it's lifetime so that it doesn't have 100% accuracy. the path leading up to the boss fight was borderline impossible to reach so i basically had to redo all of the upper section of solaria. THANKFULLY i think the bugs are all dealt with so i can go back to more frequent devlogs (i think this is the longest devlog i've ever done 💀) game is almost finished though!! i just need the last area/final boss fight, transitions, sfx, titles, more npcs/items... etc.
i have to devlog since im getting close to the 10 hour mark. i did a ton of worldbuilding and made boss sprites but im having such an annoying issue that im having so much trouble fixing. the second boss just refuses to enter the attacking state no matter what I do. it's probably a really easy fix so i'll prolly get it soon.
Made nearly the entire second world and started working on the boss for that area! I tweaked some stuff too like the fog to make it look better and I also improved NPC dialogues and made it so that it reflects previous talks (mostly with Orren) Next devlog I'll have the boss finished and I'll move on to the final area!
I FINALLY FIXED IT okay so the gilded shard enemy was accelerating REALLY quickly for some reason and going really fast, but it was only that enemy and not any other enemy despite having the same script. the issue ended up being a single line that was re-assigning maxspeed to 2000, but ONLY for enemies that have the hover property (just moves it up and down). for the actual changes, i added two enemies, the lightsplitter a very tanky cube (i still have to make it knockback resistant) and the "gildedshard, a speedy little enemy that rushes from the sides. i also made a decent portion ofSolaria" (the second area) but I'll showcase it more in the next devlog when i actually have stuff added. there's also a new npc (vexin) near the beginning that gives some intro to how the people living in Solaria are.
Started working on the second of three areas, Solaria. It's essentially like the capital city of the world (Halcrya) and I'm planning to make it the biggest area! I made sprites for the ground brick and a marble tile, as well as the city buildings. I also added a fog shader that just overlays some moving pixels on screen so that it looks cooler! I also added another npc to the first area (his name is Orren) but I can't showcase that in this devlog since I was showing what Solaria looks like. I have a ton of levelbuilding to do with Solaria, and I need to make new enemies too. I'm probably going to re-sprite some of the ground tiles at some point they look kinda mid.
Camera effects and refactoring! My code is genuinely so bad but I kinda need to fix it if I want to have any chance at finishing the two other areas I have planned. Once I add camera locking (lock camera to a certain area) I should be finished the first area (finally)
Made a system for applying effects onscreen! I started off with it being a function in my global script that just instantiated a scene with the effect and another that cleared it, but as it turned out that system was HORRIBLE and really buggy. So after making that I decided to re-make it all by making it a single function that just modifies pre-existing nodes with func parameters. Took a long while but it works perfectly now so I'm happy! The current screen effects include shake, vingette, and glitch, and I'm probably adding noise/fog too since I have ideas on where it could be used!
Redrew some of the enemies and sprites! Also worked on adding shaders and other effects that can be triggered from any Dialogic timeline (e.g. a glitch effect and a noise effect) I'm also fixing little issues with the map that i see because it was kinda sloppily made at first.
After hours of debugging I finally got it to save the state of finished dialogues and collected items to the file. The player can no longer recollect items after quitting and rejoining and dialogues wont replay! I had so many issues but eventually got them all sorted out!
Making the world look better now! The new bricks makes it a billion times better. Im also refactoring/revamping some systems to make it a little bit less janky. I'll probably be redrawing the enemy sprites too, they look kiinda mid.
Better attack, boss movement, and a cutscene at the end that's still a big WIP! I'm also working on adding a save system that saves whether you've collected certain items around the map/killed bosses!
The sprite of the first boss (Lethos) now changes the more damaged it is. SoM bugs pushed this devlog to 5h 44m I spent like 15 doing this 😭
The player can now hit and damage the boss. For some reason it just would NOT work no matter what I did. The issue turned out to be collision layers and masking so it works now!
Working on the boss fight now! It's in a very early stage but the basics are down, all I need now is to implement better progression as the boss fight goes on, such as some text lines and phase changes. If this devlog appears as being over 7 hours long, that's probably bc of the SoM/Hackatime messup.
Respawn system! It automatically saves the respawn to the save file too so if you quit the game and rejoin it'll put you back to where you were! The game automatically saves at void wells
Animation for collection! Again as with all the recent devlogs I also worked on making the map more navigable! I'll be working on adding checkpoints now and respawning!
The player can now collect void fragments which contribute to their max health. There's no proper animation for it yet but the whole backend part works!
The system now saves your total hearts and damage to a file! You can also see how much damage you've taken now bc it shows a greyed heart instead of nothing
Biiig time diff since SoM was down for a while. Worked on a ton of worldbuilding and I'm currently working on adding things that encourage the player to explore (like extra hearts, better weapons, etc!) since I want this game to be decently lengthy. At least compared to the last story game I made which was barely 15 minutes long.
Worked on a better transition and also worked on improving the beginning sections of the game. Up next is probably finishing up the intro area (The Outlands) and adding an introduction to the second part!
Added an intro cutscene and just general progress on the first stage too. The orb is a shader that slowly breathes and it looks so cool! Working on the transitions between sections and making the intro feel nice and smooth right now.
More levelbuilding! I added some outlines to make it look better. I made some fixes with the parallax bg too. I'm also currently drawing a sprite for the portal that will eventually teleport the player ahead at the end of the level!
I had a massive bug with the dialogue trigger where it would keep pointing to errors in the actual Dialogic scripts... it took me so long to fix it and I don't even know what did it, I remade the system again and it just worked..? Was kind of painful but I'm just happy it works. I also added a jump orb but the majority of the time in this devlog was spent debugging that issue 💀
Added actual dialogue and a way to disable movement when needed (as seen during the dialogue) I also started levelbuilding and I'm making some buildings to go in the background! (they look kinda bad rn so they aren't visible)
Added the background, it uses a shader now instead of a boring static sprite. I also made it so the user couldn't go past the beginning, and I setup a basic dialogue trigger system (using Dialogic)
Started working on the actual intro map! Did some work with collision masks and stuff and also added a hit animation for the wisp enemy.
Added smoothening by completely changing the system to use force application instead of just moving. I'm probably overcomplicating it but if it works it works!
Currently working on getting proper enemies to work! There's collisions now and hit detection!
Added a slash animation and slash direction mechanics! It's my first time doing actual pixel art animations and it's turning out decently well tbh
Figured out proper particles! (and slam animation) I also made a dash but that isn't demonstrated in the video since i don't have a proper animation for that yet.
Basic character controller! Also setup the whole project and I'm working on planning rn