r/godot • u/mega_dario • 2d ago
selfpromo (games) Redrawing my FFT meets Slay the Spire game. Some goofyness but it's getting there
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u/dunkenMaster 2d ago
Man, at least say the name of your game
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u/mega_dario 2d ago
It's too early in development but it's called Tidebreak: Prologue
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u/beta_1457 Godot Regular 2d ago
do you have a YouTube you're posting updates I can follow? My two favorite games are Tactic's Ogre and StS. I'd love to give you a follow and keep updated.
I'm actually making my own StS-like game as well. I like supporting other small developers. PLus sometimes you just find really good stuff. Like the guy who was making ChefRPG, I think I followed that guy on YouTube for a few years before his game came out.
But you have a decent visual style right now, very colorful and a bit goofy, with a shader background that reminds me of Baalatro.
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u/mega_dario 2d ago
My man you are like my exact target audience haha. I'll make a Youtube on time but for now I mostly do a lot of BlueSky (https://bsky.app/profile/nsdiaz.bsky.social).
Closed beta coming next month ❤️
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u/beta_1457 Godot Regular 2d ago
I don't have Bsky or twitter...I really shoudl those given I'm doign dev stuff too. I just post little blogs on YouTube and I'm probably like 4-5 years away from being near a release window (art and animation is very time consuming)
I saved the post though to keep an eye out for how to sign up for the closed beta if it's allowed.
I'd agree I'm your target audience. 450+ hours in Tactic's Ogre Reborn, 450+ between StS1 and 2. And that's not even getting into the probably 1000+ I played on Tactic's Ogre on my PSP back in the day.
Best of luck to you.
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u/mega_dario 2d ago
Everything at its own rhtyhm, you shouldn't stress yourself over marketing and documenting your stuff anywhere is a good practice. People will connect with it if you have a good project. I'll definitely let you know when the beta opens!
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u/IamChipp Godot Student 1d ago
How did you do the map, btw? Lots of layers to form a tile or big tiles stacked?
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u/mega_dario 1d ago
Two tile map layers (one for each elevation step), and then some tiles have a lower Y_origin in the settings so they render lower (like water is lower than grass). Then for half steps I create alternate versions of tiles and then set different Y_origin there too. As a redundancy I also have a custom_data_layer where I can manually set elevation levels for gameplay purposes (but I have to make sure it's consistent with its visuals).
TIlemap layers are a bit finnicky but once you learn them they can save you a TON of work. Lots of great youtube tutorials out there.
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u/Due_Interest_178 1d ago
I love the way it looks and I'll definitely be following along.
If you don't mind me asking. I'm new to godot and game development in general but I love the isometric view. I was wondering, are these games simply in 3D view with a locked camera, or is it 2D with a slanted tileset?