Time for the block of responding to everyone’s comments.
I was going to make a 2D in which it’d play as a point and click kind of style, with a basic form of body rotation. But after seeing what “sprite stacking” was, I was like “THAT would be the coolest thing if I could execute it correctly.” So far I think I can do it, it’ll just be a lot of time in Magicavoxel that’s for sure! But to also clarify, the 2D was going to be a thing but I ditched it for a cooler thing that I think could be even more fun! (B3)
I mean it still uses some form of 2D which is why the game is being called pseudo-3D… Which come to think of is probably actual 3D since that is how things are rendered in a way… Still claiming pseudo-3D since it uses layers of sprites rather than a data sheet of multiple vertices and such.
And @Tag365, I’ll keep that species request on file, I may give Skunk a try for an option. If not the V0.2, then V0.6 should fix it.
Thank you for the bug reports. I noticed the spazzing myself during play testing, and finally got it fixed in the recent update. The code failed to recognize the player being at the same location as the mouse, so I had to tell it that if it was close enough to the mouse to stop moving.
The diagonal movement may look or feel faster because of perspective, but I’m not sure how to test the speed actually. I’m using a new movement method from a tutorial that is just boss if you add a few more ifs to it. It maybe faster diagonally, but who knows
My current complaint about the path finding is that the player just looks silly sometimes while moving. And the path finding could be optimized better in my opinion since I just implemented a basic one. And Thank you, I think it’s coming out pretty cool too! (^w^)
Thank you for giving it a try, I hope the next few updates will bring even more promise a prosperity!
That game looks interesting, I may need to see if I can emulate it sometime just to see how it plays. And I’m not sure what type of camera look this game would consider having, maybe third person?
Thank you, and Welcome to the site! It’s always nice to see new folk around these parts :3
It’s still a tech demo currently, but the version does work as far as I know
Mainly food will be stored in the inventory, but I’m not sure how I should handle it fully just yet. Like if I should have a set size to the hotbar and hand wave it to hammer space (which it will partially do already) or have a larger inventory the player can swap items in and out of if they are wearing it (like a purse, fanny pack, and/or a backpack). And if hotbars should also be affected by what your wearing (minimum of 2, additional slots up to 10 if your wearing clothing with pockets).
I know your more curious about items and may not be interested in my thoughts about the inventory system, but the inventory system can heavily effect the items that may be in the inventory (basically what can be tossable items and what are key items that you will always have).
Though for more possible items that the inventory could have which could also convey interesting story mechanics would be fishing equipment (you have to plan a day of fishing, and remembering your gear before heading out is important), farming tools and seeds (growing a garden in your yard can be work, but reaping those rewards are sweet!), and magical items (wands, books, and potions are great combinations for some esoteric phenomenal fun! ). These other items are getting WAY ahead of myself, but I did write them into my game’s document of features.
Thank you all for your responses and support! It’s very much appreciated! Have a nice and safe day!