What changed
0 fixes1 addition3 changes0 removals
- Store
- Performance
- UI and audio
- Events
changedWe are a family team of 4 making games with the Godot Engine. We do as much as we can ourselves, but do use purchased assets as well. A credits page is in-game on the About screen, if you'd like to see what we are using. We do not use any AI, nor any assets made with it. The code, story, character art, and world art, are all ours. Some UI assets and most audio are currently purchased assets. The fonts are all freely available ones.
changedThe game is still in an early state. Most of the core systems are in place, but are still being built out. We just released another update prior to this post, which is part 3 of a planned 5 part overhaul of the combat system. We intend to continue working on the game to refine things up to the main Next Fest event, though will be focusing on smaller changes and stability the closer we get.
changedFor Next Fest we have designed the demo to show off the systems we have in place, including giving the player some things at an accelerated rate, and making it easier. The final version will have more difficulty and accessibility options. We try to think about accessibility as we design the game. There are many options on the Settings screen to customize the UI, and some difficulty options.
addedOur game is a story driven RPG. Currently, the game is fairly linear. We plan to add more optional quests and choices for the player as development progresses. Movement is side-scrolling, moving between towns, with combat encounters and events along the way.
Hungry For Loot changes
changedWe are a family team of 4 making games with the Godot Engine. We do as much as we can ourselves, but do use purchased assets as well. A credits page is in-game on the About screen, if you'd like to see what we are using. We do not use any AI, nor any assets made with it. The code, story, character art, and world art, are all ours. Some UI assets and most audio are currently purchased assets. The fonts are all freely available ones.
changedThe game is still in an early state. Most of the core systems are in place, but are still being built out. We just released another update prior to this post, which is part 3 of a planned 5 part overhaul of the combat system. We intend to continue working on the game to refine things up to the main Next Fest event, though will be focusing on smaller changes and stability the closer we get.
changedFor Next Fest we have designed the demo to show off the systems we have in place, including giving the player some things at an accelerated rate, and making it easier. The final version will have more difficulty and accessibility options. We try to think about accessibility as we design the game. There are many options on the Settings screen to customize the UI, and some difficulty options.
addedOur game is a story driven RPG. Currently, the game is fairly linear. We plan to add more optional quests and choices for the player as development progresses. Movement is side-scrolling, moving between towns, with combat encounters and events along the way.
Welcome one and all! Thank you for taking the time to look at our humble game.
We are writing this as the Next Fest Press Preview is about to start. There are thousands of games to look at in such a short time, and we truly do appreciate that you are taking the time to look at our game and read this post about us and our game.
We are a family team of 4 making games with the Godot Engine. We do as much as we can ourselves, but do use purchased assets as well. A credits page is in-game on the About screen, if you'd like to see what we are using. We do not use any AI, nor any assets made with it. The code, story, character art, and world art, are all ours. Some UI assets and most audio are currently purchased assets. The fonts are all freely available ones.
We are working on this project full time. A devlog is published with every version of the game, so you can look back to see how it has grown over time. Our first release here on Steam was only back in May, but if you'd like to see how the game has grown from its first release as part of a game jam, you can read all of our devlogs on itch.io: https://dragonsisle.itch.io/hungry-for-loot/devlog.
The game is still in an early state. Most of the core systems are in place, but are still being built out. We just released another update prior to this post, which is part 3 of a planned 5 part overhaul of the combat system. We intend to continue working on the game to refine things up to the main Next Fest event, though will be focusing on smaller changes and stability the closer we get.
For Next Fest we have designed the demo to show off the systems we have in place, including giving the player some things at an accelerated rate, and making it easier. The final version will have more difficulty and accessibility options. We try to think about accessibility as we design the game. There are many options on the Settings screen to customize the UI, and some difficulty options.
Our game is a story driven RPG. Currently, the game is fairly linear. We plan to add more optional quests and choices for the player as development progresses. Movement is side-scrolling, moving between towns, with combat encounters and events along the way.