Top down, 2D, open world RPG game with bosses to fight where you can control multiple characters, each with a unique purpose, strength and weakness.




actual final demo, for some reason i commented out 2 lines in the last demo while testing for attacks with only keyboard when fixing autoaim, now it actually works
final demo hopefully. thomas if you see this please give me 3 playtests. i have 138 hours on hackatime, and i got 53 playtests (106hrs worth) i need it for the plane stipend
added decorations, fixed a crash with the necromancer, added torches, light occlusion to the tilemap, a barrel that can give bonuses to the player. please thomas give me 3 playtests. i have 30 hours worth of playtests missing :pf:

detailed explanation in video form of the changes i made during shiba-irl. along with some new additions. i will try to work for a few more hours tomorrow, because today i have a really bad headache. Also didn't think 1/5th of my hours from my last 3 demos would be cut. Hopefully this devlog counts as 4 hours but i am honestly not sure as shiba just shows 0 for my past demos. Lots of changes in this devlog, thats why the video is 20 minutes long
bug fixes, arcade version
IRL Day 11/10 (2 hours spent)
I fixed the damage number scaling, being able to leave guis and made an autoaim for the archer which for some reason doesn't work on the arcade that well, but is still better than the previous one (didn't push that code to the arcade because of it's issues.)

IRL Day 11/05 (0 hours spent):
I arrived very late and didn't do anything.
IRL Day 11/06 (6-7 hours spent):
I put the wood together, set up the raspberry pi, made some changes to the game, so the controls worked worked, but aiming still wasn't possible.
IRL Day 11/07 (6 hours spent + ~2-3 hours commute with the machines):
I mounted my display to my arcade machine, connected the wiring, and I made the aiming possible, but with this the archer character became pretty unreliable because of the 8 directional aiming.
IRL Day 11/08 (4 hours spent)
I fixed some bugs with my game that caused crashes, made opening menus buggy, redid some of the wiring that disconnected while commuting.
IRL Day 11/09 (2 hours spent)
I mainly helped other people out with finishing their games, also set the game up to be mostly bug-free.

game version with mage added, audio alert removed, changed the music back to the original that i made cause i didn't like the new one. demo because i hit 26 hours and this should be enough for the plane reimbursement
day 30 extension: fully translated the tutorial, got some translated text for the arcade, translated the pause menu, made the pause menu much easier to navigate with only keyboard, but still can't access settings, that will be tomorrow's job cause i have 4 hours to sleep until i have to catch a train.

Day 30, font, bug, fixes due to low resolution, i can't even explain most of the problems that happened, they were so layered, but atleaste the menu kinda works now and is translated.
day 29 of 30 days of shiba, worked on the GUI stuff so the player can't escape anymore, mage enemy fully complete, will add to dungeons later, forgot to mention in the video but i made it so the player can change characters even when not on an attack cooldown.
damage numbers option, credits, dungeon gamemode, mage is still work in progress.
Day 28 of 30 days of shiba
both attacks for the mage completed, i still have to do some bugfixes but I can't work any more on the game today so thats unlucky.
Day 27 of 30 days of shiba
made the 2 attacks for the mage cycle, fixed the hitbox issue in yesterdays devlog, working on the first attack of the mage, made a credit, plus created the csv file for the translation but i will do that a bit later.
Day 26
Today (yesterday because I finished the 2 hours right before midnight) I finished the dungeon gamemode, completely messed up how hitboxes work by the show damage numbers option, currently working on a new elite enemy, which will be a mage.
Forgot to add damage numbers in my last demo, (plus i still needed 20 minutes) so I added it in this devlog, once i get the playtests and the SSS i should be able to buy the ticket. Anyways, damage number options added, and dodge chance is now in the shop

Added chest that gives random money to the player, added a boss to the dungeon minigame, added more rooms to the dungeon (mapping takes so much time aaa)
Added stun effect for enemies and for the player when getting stunned, crash fixes when killing enemies, shop now checks if the player has enough money.
New demo because i reached 10 hours i think, everything that isn't added to the dungeon is in this demo, next demo will have the dungeon gamemode
Day 25:
Today I added an area2D that teleports the enemies back to the playing field if they somehow get out, illusions can now take damage from every attack (don't know when that broke), added upgrades to the shop, illusions now get modulated so the player can find out which illusion is real and which one is fake.
Day 24:
Today I fixed mage character being able to damage enemies really fast, I increased the length of the map, i started working on the shop gui, added collision to the mage projectile, now all enemies drop coins on death in the dungeon gamemode, fixed coin particles spawning in the wrong place
Day 23:
Today I added a ladder that can teleport the player, this will be useful in the dungeons later. I also changed some hitboxes in the arrows to make the arrows being stopped look better. Created particles for coins for when an enemy dies and the gamemode is the dungeon one, as many particles get emmited as many coins are given to the player. Fixed hitbox issues with attack raycasts.
Day 22:
Today I did some bugfixing and polishing regarding attacks and collisions. the bat enemy now only attacks the player if it saw the player (will apply this to every enemy in the game in the future). when the player shoots an arrow it stop when hitting a wall (will apply this to the archer). Player can't hit enemies through walls anymore. Attack speed bug when changing characters has been fixed.
New demo, now with a tutorial that introduces the core concept of the game, some crash fixes, and probably some more bugs that i didn't notice yet (illusioner can still spawn outside of the map but i will make a hacky fix for that later
Day 21:
Today I added a door for the new dungeon gamemode, created the first room, did some bug fixes regarding enemy navigation and collisions, arrows now stop when hitting a wall, fixed bat attacking the player even when the player wasn't in the attack zone. added a shop that doesn't work yet, sfx are now normalized, and audio slider works a bit better i think
Day 20:
Today I finished the audio settings for my game. Made it so that the previously disabled spikes are enabled again, cuase they were reused for an enemy type. Added the bat enemy to the pool of spawnable enemies, added a cap for the enemies in the arcade. Audio alert at the start of the game now doesn't check for clicks after it has been clicked or a butotn has been pressed
Day 19:
Today I finally finished the settings menu, for now you can only change the music volume. added controller support and tweaked the GUI so that the user can't escape the gui elements and get stuck when using only a controller.
Day 18:
Today I fixed the clipping on the damage number text, added the enemies to the tutorial, made a campfire that will take the player back to the menu after finishing the tutorial, wasted a lot of time trying to make a shader for it. Also fixed some issues with the knight's first attack not registering which was really confusing to debug
Day 17:
Today I added a new enemy dummy that shows how much the player damaged it, made the arrow trap work normally and it shoots in the correct direction now, added a pause menu, added text to the xp level
quick demo push because i think i hit 10 hours. There aren't that many things in this demo, other than bugfixes related to hitboxes and some slight tweaks, as i am still very busy working on the tutorial and I don't want to ship a half-baked tutorial. once I have the tutorial completed I will ship a new demo
Controls:
1-4: switch characters
shift: roll ability (you dodge enemy attacks by becoming invulnerable)
left click: attack
right click: ability, each character has a different ability
R: open menu to upgrade your skills.
Day 16:
Today I added textures for the border in my tutorial, added more text to the tutorial, changed the arrow traps to shoot at a marker2d, added a text on the xp gui that shows the player's xp
Day 15: Today I added a tutorial, with a tutorial dummy, fixed the assassin character's ability so it can't move through walls anymore
Day 14 of 30 days of shiba:
Today I added a bush that hides the player, 2 attacks for bosses (ground slam, teleport attack), fixed node structure for the crystal elite enemy that would stop the death function from fully playing, added new health bar for the elite enemies, created a new scene that will be for the tutorial and made a sign for it (no showcase because it's art and i didn't record it)
Day 13 (technically not since I am late because i had to do other stuff): Today I added a new Elite enemy, the reaper, with 2 attacks, and some slight changes to the sprites. also created a base for the elite enemies, and i will make new base enemies for every type of enemy so i can create new enemies faster.
Day 12 (even though i said 11 in the video)
Today I finished the attack for the skeleton enemy, added a third attack for the crystal figure, tried to make the shader for the glitch effect myself but I couldn't get it right so now i am using a shader from the internet. I created a bat enemy that has lifesteal, hackatime for some reason doesn't count my time anymore, so I can only post this devlog at 1h 48 minutes, but this issue is explained in the video.
Day 11: Today I finished the statuses for the armored skeleton (and somehow completely forgot about it's attack so i'll have to do that tomorrow)
I also added a new enemy, which is supposed to be pretty hard, like an elite enemy of sorts. making enemies is so tedious, i really should have a base that i can copy and paste so it makes my job easier, so i might do that tomorrow too. Also tried making a glitch shader but my brain didn't really function so now it's just a simple color, but i promise i will make it cool!
New demo cause I hit 10 hours once again, added illusioner enemy, fixed infinite health bug, added passive regeneration, fixed defense.
1-4: switch characters
shift: roll ability (you dodge enemy attacks by becoming invulnerable)
left click: attack
right click: ability, each character has a different ability
R: open menu to upgrade your skills.
Day 10: Today I finished up the illusioner enemy and started working on a more advanced enemy type which for now can stun the player, block it's attacks, and in the future will be able to charge at the player. also rewrote how the enemies take damage.
Day 9: Today I added a new attack for the knight boss, first character's ability now deploys a smokescreen which you can use to get away from the enemies. you can't attack enemies while you are rolling, started working on an illusioner enemy which is very broken as of right now, and added a shader for the next enemy's projectile which was supposed to be the projectile of the illusioner
day 8: Today I added speed increase for the roll ability, added a way for true damage where the player's defense stat doesn't count. Also added 2 attacks for the knight boss, and a slow-down for the berserk abilty. (+ spent a lot of time on the circular attack)
Day 7: Today I added the knight character's ability, arrow traps, new shader effect for rolling, fixed the defense, so now being damaged is calculated correctly (which took me a long time because dictionaries don't give an error when you have a typo in a key name)
Day 6: Today I added parrying, passive regeneration of health, fixed an overheal issue with the lifesteal ability, added a special attack for the archer that shoots 10 arrows really quickly, started working on the knight, and I started reworking some of the logics behind attacks and damages, because currently there are some issues with them.
day 5(hopefully it still counts because I sadly went over to day 6 by 20 minutes (+ internet outage))
Today I made an Archer character type shoots arrows, still no assets or abilities yet but atleast the character exists.
Mage character 8 directional movement complete, but I still have to do animations.
Just a quick demo cause I haven't pushed one out in SO long. Since last demo I added explosive barrels, ability for the second character, spikes, a splasher enemy, changed the font, removed the inventory system (wow added so much with that) and changed some keybinds, made the menu accessible for keyboard only too
1-2 : change characters
WASD/arrows : move your character
Right click : ability
Left click : attack
Day 4
Today I finished the explosive barrells with particles, spikes, they now spawn randomly throughout the arcade gamemode, the stun ability was changed so it doesn't pause the node but just boolean so now you can actually kill the enemies without issues.
Day 3: Today I finally got myself to do the life steal ability, along with that i finished the last stand ability, started working on an explosive barrel and made my menus navigateable with just the buttons
i really need to stop procrastinating so i finish work earlier than 2am on a school day
Day 2: Today I finished up the splasher enemy by making it move closer to the player so it can attack constantly, added the lingering effect to the splash potion along with making changes to the player's hit function so now it can take attacks that can't be dodged. added an ability for the second character that stuns enemies. Removed the button to access the inventory for now. Fixed an invulnerability issue when lots of enemies attacked the player.
deleted my previous devlog because it said day 1
Day 1: Today I changed the font in my game but this took me a lot of time because it took me a lot of trial and error to realize that i have to change the size of the texts in my game because reimporting couldn't fix the subpixel (?) issues i had. Additionally most of the splasher enemy is done now, i just have to make the potion splash and everything will be great!

so this is my demo for the randomness week, i added a new gamemode. i know there are bugs regarding the defense skill, will fix that, ambient noise and in game music is planned, along with more enemies. I plan on adding a boss wave to the arcade gamemode which will drop items, so there will be an actual function for the inventory system.
arcade gamemode 99% complete, still have to fix stuff with the defense skill but whatever, im pushing a demo cause i think i am way past the 10 hour mark. with randomness week i should have 14 hours so yay for that i guess
arcade gamemode 90% complete, really hope my 2 hours count this time cause i spent SO much time debugging issues. all enemy types now spawn, waves count

created the logic for the enemies to spawn, todo is xp stuff and wave end, and an enemy counter, but I think progress is going great so far
created the description changing script for the arcade gamemode along with a little guide in the start, character attacks now have a random pitch, made footsteps a bit louder.
well, i need to ship a new demo but i am nowhere near where I want to be, new menu, enemies, new WIP gamemode, small "tutorial", fixes for some bugs. i hate the fact that i am adding content that doesn't actually contribute to the enjoyability of the game for now, ugh.
I realized that the campaign wouldn't be too arcade-like so I am creating a new gamemode that is just fighting, bosses are still a todo, changed the menu up a bit, fixed an issue with the health not scaling with the points spent, also fixed an animation issue where using the shadowstep ability would make the players animation not play correctly, todo add more enemies and randomness to the gamemode.
really quickly created in-game objectives that explain the game, this is a gpuparticle node in an area2d that detects when the player is in it and if the player is in the zone, the tip becomes visible.

finished the hardest challenge for myself, 2 new challenging enemy types - one summons 2 very fast skeletons. probably pretty buggy for now but atleast this will contribute to the fun factor. unless people find it too difficult (foreshadowing?) but yeah, next step is a tutorial and interactive elements to the home screen, thankfully this is mainly static art and writing so i don't have to make huge sprite sheets and complex enemies

since last release, i added chance for dodge, level up sound effects, character shader changes, new assassin sprite sheet, inventory GUI changes, tooltip script, now used both in skills and inventory menu, functional 8 directional movement for the mc, skills are fully working, defense gui fix, HUGE changes to the codebase to help with the multiple character parts, particles for changing characters, mage projectile, mage temporary textures, and changed how the projectile worked in that time. for full commit logs check out: https://github.com/asztalosm/Sanctuary-of-Nyx/commits/main/
i hate this devlog, had to rewrite the entire Skill GUI code just for formatted tooltips that don't even look good. Anways, buffed and nerfed the mage attack. next update will have the archer character and a boss to fight hopefully, next release will hopefully have a working item drop and inventory system. and i still need to make a good looking tileset and enemy animations, hoping for a really long artlog.

rewrote some character stuff, but rewrite isn't complete yet. will take a long time, currently working on a projectile system for a mage character, after that im making an archer. this is taking a long time cause i already made a system that i don't really want to change but it's starting to become a lot easier to work with.
8 direction movement is based on player's direction, changed health to be a float datatype and not an int, this makes the skills that the players can have better. Added skills, which can make the player do more (physical for now) damage, take less damage, walk faster and have higher chances to dodge and increase health. Also created a custom tooltip system for the inventory for when you hover over the equipped item's slot, will have to add this to the grid and to the skills tab to make it look better.
menu gui design for the skills tab, devlogging this because i am finally home and i can now use my pc to make stuff so hopefully development will be a bit faster now

changed the xp bar a bit to be slightly smaller, when the player dodges, the character now becomes yellowish. Also I am doing daily shiba moments instead of every 3-4 hours because i can only work around an hour a day cause of my job so that i can actually write down what i added instead of waiting for days and forgetting things

Very quickly created the Super Subtle Shiba, and also added an xp system where you can level up and get skill points (cant use them yet and there is no menu for it), enemies now constantly spawn in the testplace,
hint for Super Subtle Shiba: konami code in the menu. i still have to make a way for the player to see what level they are on. after that i'll probably work on the skill points, after that the inventory system and a boss. soo much work to do i am starting to reach the point where i don't even know what i finished and what is left for me to do, i am sorry if these devlogs and demo's are confusing.
inventory gui stuff, boss health bar, wrote some todos for the future, added dodge, started writing the inventory system, pressing E now opens an inventory texture and pauses the game. game GUI now has a backpack with the letter E to show the inventory
changed the character damage so that the player character has a hit() function that takes damage as a parameter then loses hp, runs death animation if applicable, plays a shader (shader script in image) through an animationplayer, also plays the hit sound. also gave the dummy enemy pathfinding, attacks, also made some changes to the tileset so that the dummy can pathfind to the player.
Featuring a menu that can be navigated via the UI buttons (arrows)
you can move with WASD, attack with left mouse click, use your ability with the right click. game also features some audio. please excuse my art, never drawn this many assets before, will try my best and please give feedback or ideas if possible <3
did a lot of things during the last few hours, in the video i expanded on the GUI stuff, the ability and the health bar now update in real time, enemy can die, the current right click ability makes the character move faster. Changed the menu background to be a scrolling background rather than a static one, added sound effects for footsteps, death, swings, hits, buttons. Had to change some previous code. higher quality video at:
https://hc-cdn.hel1.your-objectstorage.com/s/v3/761ed302e1a484c422abbd048d9afce9fdf1e0d82025-08-2422-21-28.mp4
Created the menu for my game, created sprites for the classes selection, made an icon for the game, also made some sound effects and music for the game
I already had godot and hackatime set up, i don't yet have a name or an idea for a game
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