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A BETTER way to make a RPG Turn Queue: How-To Techlog #1
July 16, 2021
by
preggy
1
NOTICE: This was made with using Godot 3.3 in mind, but may be applicatable to other engines. Since the beginning of time, indie devs have pondered, "how do I design a turn-queue-based-system without...
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Overworld Design #1
June 03, 2021
by
preggy
It's been a good while since I last posted a devlog, and I've taken the time to think a bit more on what I want the final game to be like. The Overworld: I've played a few PRG Maker games, and one of...
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Tech Work #3: Old Habits Die Hard
May 24, 2021
by
preggy
The last two devlogs were probably boring and uninteresting because the images for them weren't loading. I have fixed this problem and will continue forward using more images instead of typing up long...
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Technical Working 2: Electric Boogaloo
May 21, 2021
by
preggy
EDIT 5/24: Thanks to a user on my discord I found out that none of the previous devlogs had the images loading, so I've gone back and fixed this and the last one's to properly display images :) Quicki...
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Technical Working #1
May 21, 2021
by
preggy
The Goal: Shortly after starting on this game, I decided a large part of it would be flexible and modular to make it easier for me to work on it AND for future modding. I have somewhat achieved gettin...
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Spaghetti code and badly drawn rats
May 20, 2021
by
preggy
I'm trying out coming up with bizarre titles that represent what the devlogs are about from now on. The current code I've written for battle encounters is really badly designed, and will scale horribl...
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First devlog and some thoughts
May 18, 2021
by
preggy
#testing
This is the 2nd early version of the game, as you can see I have changed from a mobile to a PC game layout. I don't have much to say besides I'm working behind the scenes on technical stuff I'll expla...
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