*2 Bit Miner* (even though you technically have more than 4 colours - you could also play with the story that your character tried to swindle someone and is now paying the price to endlessly dig for gold to repay their debt), *Bat Caver* (if the game focuses on just bats, bats, and more bats - good to keep scope creep down, fun to think of all enemy types that could be bats like big boss bats or digging bats, etc), or even *"Hey, Check Out That Cave!"* (the opening game cutscene has your protagonist's friend lead you to a cave and SUDDENLY the cave collapses and you must find your way back to the surface to get back to your friend - weirdly you must have fallen far as no matter how much you dig up, you can't seem to see the surface). Even if all my ideas are mid, I hope it inspires something better! No need to credit me. ^^'
Nice! Though I would've made the bats bounce off you and make you flash to show that you're getting damaged so that out in the open it's not too big of a deal, but the moment you start getting into corridors the bats can potentially bounce off the wall behind them and hurt you quicker - punishing players for trying to be greedy by digging for items instead of being more careful.
Yes, I had a similar idea and someone else also comment with this one. I'll add a +1 to the idea. This cooldown was just meant to be something quick and dirty for the prototype.
Hi, I found it curious how you implemented the cooldown (setting it to 1 and using delta to subtract to that every frame). Would it be more "correct" or "proper" to use a timer node? I'm just starting out in Godot so that's a genuine question. I can see how it would be much more of a chore to implement a timer, set up the signal, etc. but would it be a better choice?
Hey there, I think it all comes down to personal preference. I can't think of a good reason for why I did it this way, it's just what my brain wanted to do (and it was pretty quick and easy). This cooldown is also likely only a placeholder for the initial protype which I guess drove me towards doing something quick and dirty. Thanks for asking and good luck learning Godot!
What should I name my 2D Mining Crafting game? And sadly we can't pick "Minecraft" because well, you know, it's already a thing 😆
Treasures In The Depths. Bejeweled Pickaxe. Treasure Smith.
L I Q U I D S
Mecraft, Micraft, Mineraft, Mincraft , Cramine , Cemit , Cemraft, Ramreti , EMinCraft
*2 Bit Miner* (even though you technically have more than 4 colours - you could also play with the story that your character tried to swindle someone and is now paying the price to endlessly dig for gold to repay their debt), *Bat Caver* (if the game focuses on just bats, bats, and more bats - good to keep scope creep down, fun to think of all enemy types that could be bats like big boss bats or digging bats, etc), or even *"Hey, Check Out That Cave!"* (the opening game cutscene has your protagonist's friend lead you to a cave and SUDDENLY the cave collapses and you must find your way back to the surface to get back to your friend - weirdly you must have fallen far as no matter how much you dig up, you can't seem to see the surface). Even if all my ideas are mid, I hope it inspires something better! No need to credit me. ^^'
Ore Galore
riding the enemies seems like a very fun mechanic! maybe there could be an enemy with a shield or shell that you can stand on?
It's so satisfying watching you add bite-sized features on a consistent basis like this!
Oh hey, we're using the same asset pack for our prototypes. All hail Kenney!
Nice! Though I would've made the bats bounce off you and make you flash to show that you're getting damaged so that out in the open it's not too big of a deal, but the moment you start getting into corridors the bats can potentially bounce off the wall behind them and hurt you quicker - punishing players for trying to be greedy by digging for items instead of being more careful.
Yes, I had a similar idea and someone else also comment with this one. I'll add a +1 to the idea. This cooldown was just meant to be something quick and dirty for the prototype.
Another great video, thanks for sharing
Hi, I found it curious how you implemented the cooldown (setting it to 1 and using delta to subtract to that every frame).
Would it be more "correct" or "proper" to use a timer node?
I'm just starting out in Godot so that's a genuine question.
I can see how it would be much more of a chore to implement a timer, set up the signal, etc. but would it be a better choice?
Hey there, I think it all comes down to personal preference. I can't think of a good reason for why I did it this way, it's just what my brain wanted to do (and it was pretty quick and easy). This cooldown is also likely only a placeholder for the initial protype which I guess drove me towards doing something quick and dirty. Thanks for asking and good luck learning Godot!
cool, when is multiplayer coming?????/
It's more like tutorial how to add Health rather than "devlog"
first
Happy Friday!!
idk why you quit your job for a game you didn’t make any assets for