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36m, Bi, Friendly | He/Him | Let's Player | Streamer | Hobbyist Gamedev | Tabletop Nerd | Occasional Painter of Minis | Possessor of an Oftentimes Potty Mouth

I'm a self-employed webdev by day and slinger of parcels for a megacorp by night.

Developing Currently Unnamed Dungeon Crawler (CUDCrawler) in my free time!

CUDCrawlerhttps://ghostlps.itch.io/cudcrawler
My Sitehttps://www.ghostlps.com/
Me on Twitchhttps://www.twitch.tv/ghostlps
Me on YouTubehttps://www.youtube.com/ghostlps

I've been hammering my face on the CUDCrawler #gamedev pretty hard for the last few weeks and have made a good amount of progress!

Most of the UI work I needed to do is done. Now it's just polishing things up for the most part.

The only UI work I need to finish is editor stuff that should (fingers crossed) be pretty straightforward compared to what I've done up to this point!

Once that's finished, I just have to finish up and populate a new map (which I actually enjoy doing) and then I should be good for release!

It feels good to be so close to the finish line after so long. Making the move to #Godot from Unity was the right choice and I couldn't be happier about it for my little #dungeoncrawler

I'm hoping to have the first Godot release up over on the itch.io page within the next week!

Got character generation plugged back into CUDCrawler. When you're in town, you go to the inn and roll up new PCs. You have a choice between various races and classes (called guilds here).

This was probably, of everything I've ported over so far, the chunkiest thing I've done so far. I had to basically rewrite it all from scratch. As with everything else, though, I think it came out better than it was before!

Up next on the chopping block is getting the Hall of Guilds working again. That's where characters will go to level up and swap between guilds.

After that, it's back to the editor mines to finish up the last few things before the transition over to Godot is complete!

Apologies for the radio silence over the past little while. Work is picking up and I had a really nasty cold that knocked me out for a week and some change. I was really hoping to get this release out there before the holidays, but it's looking less and less likely. Still, I'm gonna push and see what happens!

Squirreled away a bit of CUDCrawler dev time over the weekend.

The big 'feature' of this work was area transitions. The player can now go from the dungeon, to town, and back! The positioning in this video is a bit corked up due to me not using the right spawn coords -- oops!

Up next is getting the Inn working so that players can create and swap out characters. After that, the hall of guilds (so characters can level/multiclass). Once all that's done, gameplay-wise, we'll basically be back to gameplay parity with the Unity version.

After that it's back to the editor dungeon. I need to get the encounter editing/placement system reimplemented. Then I have to do the event system. That's... gonna be a time. I think it'll be easier than it was in Unity, though. Most of the issues I had were UI-related (surprise, surprise).

Already planning on stuff for A5! I'm thinking it's going to be the Localization Update™. Gotta get all that text externalized for folks who want to translate CUDCrawler into other languages!

Spent the evening working on the town scene for CUDCrawler.

Towns in the game are going to be menu-based, but it's still fun to put together a nice backdrop for the player to look at when they're between adventures.

I eventually want to get things like day/night cycles, random weather, and so on implemented to make the town a bit more dynamic, but I think this is a really good starting point!

Got maps *properly* loading in the Godot version of the CUDCrawler editor. I also ended up getting this load map file dialog working on my lunch break. Took me all of ten minutes. I spent *hours* rolling my own file browser in Unity. Ugh. I s'pose it's experience gained... but still!

Up next is getting drawing/erasing walls plugged in. Then saving a map. Once that's done, it's on to re-implementing everything else.

So many things to do, but progress has been good, so I'm satisfied for today!

Starting work on the editor for CUDCrawler. This is gonna be the painful part since there's a lot of Unity dependancies here, mostly UI stuff.

It's reading maps, though... Kinda. 🤣

Had some #gamedev time to work on CUDCrawler last night and today. I got sound effects working again (thankfully painless) before putting effort towards getting the spellbook ported over.

As with most other UI stuff, it's running much nicer in #Godot than it was in the Unity version.

Instead of spells just being a list of text I've now got glyphs that appear next to them (inspired by the old Dark Sun games, which I adore) to denote what kind of magic they are (cold, fire, life, death, and so on). These glyphs will be used when I eventually get hotkeys for spells plugged in.

I need to eventually get some sorting stuff added to the spellbook (sort by spell type, SP cost, name, and so on) for when casters have lots of spells, but for now, this is great.

Now I just need to make the spellbook only show spells that casters are high enough level to cast and actually get spellcasting mechanics re-implemented. One thing at a time! 😅