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Tinker Tuesday for September 9, 2024

This thread is for anyone working on personal projects to share their progress, and hold themselves somewhat accountable to a group of peers.

Post your project, your progress from last week, and what you hope to accomplish this week.

If you want to be pinged with a reminder asking about your project, let me know, and I'll harass you each week until you cancel the service.

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This week I'm... Learning blender for the fourth time. It's always the worst sort of spaced repetition, I get into it for a while, then I drop it for a bit and by the time I get back I've forgotten where the auto-hotkey button is or how the heck storing multiple animations in a scene works. But it's slowly coming back to me. I'm trucking forward on the roguelike project, currently working on finalizing how some parts of the ability/in run upgrade system work. IE: Are your standard melee attacks abilities? How many abilities can the player have (Current plan is 2-4. With weapons having normal/heavy/special already, that's a lot of options even with just 2 abilities. Probably more than enough to see builds leaving behind some of their buttons.)

Anyway, today's task list is:

  1. Finish a really basic scythe heavy attack animation.
  2. Implement charged attacks, possibly as abilities, possibly as their own one-off system. Leaning towards trying to fit attacks in the ability framework atm, because I'll probably end up treating spells with windup animations very similarly to melee attacks anyway on the casting side, and it gives me trivial support for attacks having features of abilities like cooldowns, mana costs, charges, etc)
  3. Add the basic framework for out of run upgrades. Currently the plan is a sort of 'loose soulslike' sort of thing, where you start out only retaining the 'memories' (Currency equivalent to Hade's darkness) per run, and anything you can't spend is lost. Eventually you'll get upgrades to retain 5 or 10% of your total on the next run, but there's still a really strong incentive to finish each run at as high a score as possible in order to get the most permanent upgrade points, instead of abandoning runs/giving up on pushing bosses and taking resource rooms only.
  4. Add a 'melee kills with scythe grant mana on kill' out of run upgrade
  5. Implement toggled abilities (Currently only have cooldown based ones).
  6. Add a toggled point blank AoE

If I can get all that done, I'll have the second 'basic archetype' complete, a necromancer who uses scythe attacks to execute and regain mana, then spends mana on their point blank aoe for consistent damage.