Category: Devlog

Devlog
Meegles Dev

UI, Movement, and Behavior Trees Update

Character Class Selection I added a dropdown of character classes that selects all characters of a specific type. It wasn’t difficult – the hardest part was really styling and positioning the dropdown. I still feel like quite a newb when it comes to working with the Godot UI components, but these tutorials have been really helpful. Rectangle-Select vs Single-Click I worked on selecting and multi-selecting characters. It was a little bit of a hassle because

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Devlog
Meegles Dev

Rectangle selection and a basic game/events log

I did a deep dive into Godot’s UI framework this week, which is pretty cool, but slightly less intuitive than I hoped for. Coming from a web development background, I have a pretty good grasp of how to layout elements using CSS, but it took some time to understand how Godot handles things and also how themes work. The cowboys here are currently just moving to a random tile on the map. Next I’m working

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Devlog
Meegles Dev

Instantiating objects and taking breaks

If you’re looking for a dense, but understandable crash course in Godot, I highly recommend these tutorials by @godotneers. They cover useful things like shaders and how to structure components properly. Painting to Avoid Burnout I’ve been pulling back this month. Instead of coding some nights, I’ve been painting a bit. I am trying to find the sweet spot where I am only coding when I’m enjoying it. I don’t want to hate this game,

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Devlog
Meegles Dev

Switching to Godot and a Genre Choice

Over the past month, I decided to tackle procedurally-generating the world, and have been working on implementing the Wave Function Collapse algorithm. It took several nights to get it working in Game Maker Studio, and I finally ironed out most of the issues I was having. I realized a few things in the process: Moving to Godot All of these issues got me looking at other game frameworks. I looked at libGDX a bit, Construct

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Meegles Swan
Devlog
Meegles Dev

Assets, Tiled, and Game Marketing Progress

It’s been nearly a month since my last post. During that time, I’ve been working a lot on the game, mostly on assets and learning the ins and outs of Tiled. It’s taken a few days to really get familiar with it, which I wasn’t expecting. There was definitely a lot of scratching my head going on. I’ve also been reading and learning a lot about marketing a game, thanks to Chris Zukowski’s great game

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Weeples Concept Art
Devlog
Meegles Dev

Final concept art

I think I have this concept art as far as I want to take it, which, for concept art, probably was overkill, but I figured I’d learn some things while doing it, and it would be good practice for making the real assets. I’m sure I’ll make many tweaks going forward, but it’s a start. I was starting to feel like rendering this out was taking a lot of time, and it did, so I’m

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Weeples Concept Art - Saloon
Devlog
Meegles Dev

Concept art update

I made quite a bit of progress on the concept art tonight, mostly in the saloon and mercantile structures. It’s really cool to see things start to come together! Now time for bed.

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Weeples Concept Art
Devlog
Meegles Dev

Concept art work-in-progress

I’ve been working on some concept art which is taking longer than I anticipated. I’m not yet fast at pixel art, but I’m chugging along. I’m working in Aesprite, which I’m loving. This has got me thinking about things…scale, color, and some ideas on game elements. I’m finding the limited palette both freeing and constraining at the same time. It’s freeing because I don’t have to think too much about finding colors that fit the

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Weeples Philosopher's Shack
Devlog
Meegles Dev

Philosopher’s Shack Concept

Not a lot to update, as I’ve been working on some overall concept art, but the “philosopher’s shack” is the first of the housing assets I’ve created. I’m working on a much bigger concept art piece to try to get a handle on the size of the map and just what it will look like, and it’s revealing just how much work will need to be done just for the artwork alone. Stay tuned for

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Devlog
Meegles Dev

Working on Cowboy sprites and playing with Tiled

Choosing a Palette I’ve been trying to lock in a palette for the game, and I might have it. I originally created my own palette, but wasn’t satisfied with it, so I’m using a pre-existing pallet. I like the colors so far, but I’m wondering if I may need to expand the colors. It’s a 48 color palette and building an entire world on a somewhat limited palette seems like it may not be enough,

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