Development progress and major changes
Hi! It's LazyKote, game designer of Indulgence. I have some news to share with you today.
Switching to Bevy
For technical reasons related to Godot, we decided to switch to the Bevy engine, which is more comfortable for us. The key factor was its simpler and more flexible 2D renderer. In Godot, we encountered issues with the camera that we couldn't fix for a long time. Additionally, the low-level Rust language provided us with more freedom in implementing our game's key mechanics.
We have already ported all previously existing features to Rust and continue working on the magic system.
Development Progress
In developing *Indulgence*, we strive to maintain a unified minimalist style across all game elements – from character and environment sprites to UI components. That's why we decided to change the main menu – this is one of its possible versions.
Also, we have developed a room generation system, which I talked about in the previous devlog. When you enter a door, rooms that fall outside the matrix bounds are removed. When you try to go back, a completely new room will be generated. We have schematically illustrated this in the picture (the mini-map will be done a bit later).
We will share some screenshots later. You can subscribe to my or dvens Bluesky for more insight on development. Bye (。•̀ᴗ-)✧
Indulgence
Will you be able to atone for your sin?
More posts
- Introduction and future updates28 days ago
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