hjasn

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 Post Demoncore: Devlog 4

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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 Post Demoncore: Devlog 3

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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. Post-Demoncore: Devlog 2

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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 Post Demoncore: Devlog 1

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