Hey look what I found
A Corpse in the Creek » Devlog
Hello there! Thanks you for checking out A Corpse in the Creek.
This was a small project to keep me busy over Easter, and like all small projects it kept growing and growing until I just had to release something. I still want to make small updates and bring back my scrapped features like rock types and a proper ending screen, but for now I consider the project successful.
Some fun things I learned:
- Note to self: Please use a SignalBus node for all future projects. I started this thinking "meh, I can just signal directly between objects" and that got out of hand quickly. Also adding a manager like that so late in development felt like a chore so I postponed it forever.
- There are no physics in this game, everything is made using tweening , lerp and a sine wave. Physics sounded like overkill for a small game like this and I'm pretty happy with the result, as I get more control over where the rock lands and how the corpse floats.
- I focused a lot on reusable classes and made a pretty robust system for spawning rocks that I could use for the player, ai and cutscenes. which brings me to:
- Timeline animations are so easy in Godot. love it. The way you can call functions directly in the timeline is so useful.
- Lastly to stop me from nitpicking art assets for all eternity I decided to use some Kenney assets I bought here a while ago. Feels good to offload that part entirely and just focus on code, plus they are really well made.
All in all I really like working in Godot and its so refreshing coming from Unity which is mostly a green progress bar simulator at this point. Hopefully this will scratch my small project itch for a while so I can finally start working on that Bunker 73 sequel...
Files
web.zip Play in browser
6 days ago
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