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Post Demoncore: v0.1.2 (Devlog 6)
Change Log: + added dr_bonetower map as the first level + changed controls so that it controls similar to a ps1 game + added controls menu + added audio menu + fixed issue with fog + added some of the puzzle elements to dr_forest itch.io page
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Post-Demoncore: devlog 5 (V0.1.1)
Change log: +Fixed issue where the collision mesh for the door outside the shop blocked the path +Added start bone tower map +Fixed missing meshes on windows The main point of this update was to fixed problems with the windows version where the game couldn’t read some of the object meshes. To fix this I…
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Post Demoncore: Devlog 4
Saving Since The last Dev log The main thing I have managed to implement is the save system. This works by searching for “persist” nodes and running a “save” method on them. This method returns a JSON object with the variables that need to be persisted after a game load. These values are saved to…
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Post Demoncore: Devlog 3
This week I have been working on a mix of designing monsters for the game and creating systems to build content on later. Change Log: +Dev Console +god mode +map command +Players now die when they fall off the world +First level “Intro Dream” +Settings Menu (not fully populated) +Door messages Monsters Cthugha Cthugha is…
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Post-Demoncore: Devlog 2
I decided to pick up the project again after starting my silent hill inspired game. I needed to create something first that I could do in first person. So I decided to create the Doom mod I was making but in the Godot engine. This way I wouldn’t be held back by the gzdoom engine.…
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Post Demoncore: Devlog 1
Post-DemonCore started out as a Doom 2 mod. “Post-DemonCore Doom”. The Mod was set in my 7by7 universe where the PC decided to attack one of the Hjasn bases only to find they opened a portal to hell. The setting sounded pretty standard for Doom. Kind of a mixture between Wolfenstein and Doom with the…