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Hello everyone. It doesn't seem long since the last time we spoke.
What I have been working on has been fragmented.
Most of what I have done has been research and TRYING to implement new systems in a creative way. This has been eventful. I have started work with Anthony on the Skilltree/Skill Lawn board. There are some simple ways to implement, but I might have bitten off more than I could chew, so I have been doing some refinement on the other side systems of this. Since I worked on the StatComponent system, it is now time to get this working with some of these upgrade. What I didn't consider to test these systems was items like Currency/cheat to add it, tracking of additional things like deaths and kills that unlock items and track damage and items across levels and loading and saving, visual icons and animations. So most of the work I have put in for the SkillNode's on the code side has lacked those, which has caused entanglement and a few versions to start.

(nodes with maximum upgrades available)
So after I started coding and looking into how various places do skill trees, I found a few very different ways and have been working on adding a few pieces of each of them to how I incision, though I will have to let the dynamic portion of my vision rest until its fully working and will probably revisit that if we have time. Most of it is polish anyway and take a back seat to dev and actually making it work for players to use.
In between working on the code for that, I have been scratching my visual itch by working on a few related items. I made the nodes for the skill tree in Canva and passed them over to Anthony for upgrade counts and button functionality. I also wanted to redo out itch and add/make an official game art for this. It was helpful to work on this when I was away from my main computer and also helped me think on thematic and design from a new perspective, so it was fun.
Updated Itch - Check it out :)
What's next: I want to get this working as intended and connect all the buttons in the way we want laid out and then start working on the functionality of the buttons, some of this work has already been done but I will need to make ways to test this and see if its working as intended once upgrades have been sorted, then comes the balancing.



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Get Sod & Steel
Sod & Steel
Guard the untouched grass! Battle waves of foes in a rogue-lite bullet hell with unique weapons and power-ups.
Status | Released |
Authors | Ctrl+Alt+Delinquents, AnthonyTartagliaFSU, Camodude120, Apollo1313, RamoHarper, BotoCollin |
Genre | Action |
Tags | Bullet Hell, Roguelite, Top-Down |
More posts
- Skill Lawn1 day ago
- 🌱 Devlog v0.0.3 – Clarity in the Chaos20 days ago
- V0.0.3 Spawn 'Til You Drop - Prototype Complete20 days ago
- V0.0.3 Tiles and enemies20 days ago
- v0.0.3 Settings... but at what cost?20 days ago
- Stop and smell the .... Particles? Updated Map too!20 days ago
- Sow what now...?25 days ago
- 🌱 Devlog v0.0.2 - When Blades Become Walls25 days ago
- The Tile Sizing Issue V0.0.226 days ago
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