21.03 State
Howdy!
Today I come with a prototype of crucial mechanic and one brand new track affiliated with this mechanic.
I've recently built myself a python tool to visualise json dialogues that I put into my dialogue manager. The system works like that:

I write some dialogue lines into the singleton storage and define connections to the other lines (and thus the player response options). Then I run basic pyvis python program that creates a chart like that:

It greatly improves efficiency of dialogue writing especially when it refreshes almost instantly (because it watches the singleton for new dialogue lines). I have VScode on the main screen and the visualisation on the secondary creating simple yet clarifying image of what am I actually writing and most importantly - if I connect the lines correctly.
Coming to the new mechanic it is a functional trader with randomly generated inventory that will appear many times throughout the whole game - his current name is Rallis. He will be able to give tips about the game world to the player and provide valuable informations that will help the player pave their way into some secret locations or other fun things. Rallis has its interface when interaction is made, this interface will be reused in other NPCs but what do you see right now is just a prototype view to make it easier for me to debug it.

It does not look impressive right? But you have to believe me it's really efficient system, to code as well as for optimisation. Trader will be present in his temporary camps around the world. For those camps purpose I've made another track, it's called "Ventura". You can listen to it on soundcloud here: Link
Fourth track is currently being assembled and I will release it too in 3-4 days. This one will be played during first boss fight. I do not know Schenker's music that well as I thought before but I still want this track to be as close to his style as possible when still having this bossfight nature.
Updated values of prealpha checklist:
- at least 25 different spells using every bullet type, offensive and defensive (13/25)
- at least 3 guitar picks applying different modifiers (1/3)
- one complete level with decent structure and using all implemented lore utilities (0/1)
- at least 3 common enemies and 1 boss ready to fight and win with them (2.5/4)
- more dynamic and clean player code (the current is a mess that I start to get lost in)
- at least 10-20 people to be anyhow interested in playing
I think that's all for now. I'm experiencing a slight overworking with various things during this week so I'll probably take a day or two off from coding. See ya next time!
Into The Void
2D guitar-themed shooter
| Status | In development |
| Author | Tori Yukari |
| Genre | Shooter |
| Tags | 2D, Bullet Hell, Fast-Paced, Godot, guitar, No AI, Pixel Art, Singleplayer, Top down shooter |
| Languages | English |
More posts
- Little update 16.0313 days ago
- Major changes 10.0319 days ago
- 08.03 State22 days ago
- 03.03 State26 days ago
- Initial Video Devlog28 days ago
- Good day folks!30 days ago

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