Been quite a while since I've posted in this thread. The things we do to keep a paying job.
Anyway, starting next week, I
might have some extra free time to finally get back on working on the game. The things I'll work on for R4, in no particular order:
- Cumshots
- At least one new enemy (orc gal), possibly two (gnoll or catgirl), complete with sex animations
- On screen controls for Android
- New stage designs
As is, I suspect the controls for Android will be the easiest, if the in game pause button is any indication of work needed. Just add a toggle in the options to make it show/hide and maybe look if there's a way to detect the OS to automagically make it show, which will also hide the "Quit" button in the web version, which "crashes" the game there.
On a side note, the problems with jumping that I accidentally added to R3 should be fixed. They were FPS related and as of the moment of this writing, I don't remember exactly the reason why the fuck it was happening in the first place. Gotta check the code again and pray I properly commented that part.
Stage design is something that I'll probably spend some time testing in and out. It's something that will always leave some people frustrated, one dude on itch complained that stage 2 was "impossible". Personally, I think that was just a skill issue, heh.
Another thing is that Godot 4.2 landed some days ago, so I'll be going straight to it. Checking the changelog, there wasn't anything new regarding skeleton animations, so, for the time being, I'll have to rely on workarounds for the infinite errors it can throw (as I related back on post #35 here).
EDIT1 - Godot has a TouchScreenButton node that does all the heavy lifting for touch controls, which is great. The buttons work perfectly, I just need to draw some proper graphics for each action. Godot also lets me set them to auto hide if the screen is not touch enabled (tested by emulating the mouse as touch). Awesome.
I also found out that I can indeed figure the OS, with the aptly named OS.get_name() function. So, starting on R4, the Exit button in the main menu should no longer appear on the web version of the game.
EDIT2- Apparently, godot 4.2 broke something in my kobold archer's animation. She'll do the whole thing, but it won't animate the bow itself, nor shoot an arrow, which happen by calling a function on the first frame of the animation. It seems that it was something about the blend time between animations that was eating up the call within the node.
I fixed it by making the function call on the code, instead of the animation node. Made the icons for the mobile control
EDIT3 - Good news and bad news. The
good is that I managed to export to android and successfully tested on my galaxy s8 running lineageOS 20 (Android 13). The
bad is that I can't find a way to make the game use OpenGL2, so a considerable number of devices simply won't run the game at all. Godot 4.x apparently ditched OGL2 and only uses 3 and up for compatibility mode, preferring Vulkan otherwise.
EDIT4 - Moved some options around, added sliders for opacity and size of touchscreen buttons. Also made it so that menus are larger when played on Android or web browser