Post MechJamIII


Alright, here's the first update post MechJam. It doesn't look like much right now, but a lot of back end work was done. Just trying to get my code in order and testing stuff. The 100mm AC now has a modified sound effect courtesy of Yal. The auto-repair also now functions properly, deliberately target the part that has the lowest percentage of HP remaining. There is now a turn counter and wave counter for the future. I'm hoping to work out multiple combatants soon, I'm considering just having random waves of stuff spawn for purposes of testing until I can start planning out waves deliberately much like the first two Epic Battle Fantasy games. I've got an idea or two on how to do it. From this point on, I'm probably gonna go with a versioning just being based on what date I release it on instead of having to think about more numbers. Also with this update, I got out proper versions for Linux and Mac this time where as I couldn't due to rushing to get in at the deadline of MechJam III.

Aside from all that, not much else to mention aside from the one time I decided to try overloading the _init function. I actually thought I broke everything until I found out that Godot really doesn't like you doing that.

Files

lindwurmPMJ(Linux).7z 10 MB
Jul 29, 2022
lindwurmPMJ(Mac).7z 27 MB
Jul 29, 2022
lindwurmPMJ(Windows).7z 7 MB
Jul 29, 2022

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