Clarice Clairvoyage Devlog #2

Alright! So time for the first update on the devlog, excited! Soo… I stream every two weeks, today was one of those weeks, so you can even watch this devlog in the four hour long stream version where I actually implement these features. In this stream I also go into a little bit of detail on how I did the procgen for the islands. I’ll try to do a devlog on how I did those somewhere in the future when I actually fully finish the island’s gameplay functionality as well. Now, to get into the things I’ve actually done. Steering the boat with magic A core part of the game is the magic system that the player uses to fight enemies. I wanted to make more use of this systems besides combat, and one of the first places I wanted to do this, was in the steering of the boat. The boat has the functionality of transporting the player from each “choose-your-own-adventure” styled island to the next, while occasionally encountering a group of enemies. However, I didn’t want the player to just control the boat by tugging on a steering wheel (or whatever you call that on a boat), but instead to use a spell to do it instead! For now, it uses any form of the “beam/ray” spell that I already implemented, but my plan is to make a “wind direction” spell for this specific task that the player can use. How it technically works, is that I just take the angle from the spell direction when it’s being cast, the mast object then uses this angle to lerp towards (making that satisfying turning animation). After that is done, I make the actual ship in the overworld turn as well, but at a slower rate so that the player has a chance to see it happen as well (plus a boat is very heavy so needs more time to rotate). Technically I can also make the boat representation of in the player’s view rotate, however, since the game relies on a grid of spells with close coordination of the player with those locations I’ve decided (for now) that the boat in the player view doesn’t rotate with the actual rotation of the ship. Docking a ship to an island So another challenge for today was making this ship actually stop at one of the island if a player desires it. To do this, I actually found a whole laundry list of bugs in my rendering code for the sea, but I’ll skip over that for now. If you feel like watching me struggle with that for about an hour, check out the stream (link somewhere above). After fixing those bugs, the implementation is somewhat simple: I start with getting the closest dock, so I just have to run a calculation for it, instead for all. Then I just take the distance between the ship and the tip of the dock, see if it's within a certain actuating distance and start to slow the ship down. This actuating distance is just the radius away from the dock, at which I want the ship to start to slow down. I can make this bigger or smaller dependent on how easy I want the ship to dock.Once the ship is within that distance, I divide the actual distance to ship by the actuating distance, causing it to start at 1.0 at the edge of the actuating distance and getting closer to 0 when approaching the point. Then I just make sure that below a certain threshold that percentage is always 0, causing the boat to be at standstill. To leave the dock, I just turn of that threshold, and the ship will start to move further away from the dock edge, slowly speeding up again! ...

February 20, 2021 · Bram Dingelstad

Clarice Clairvoyage Devlog #1

Hey there! I’m working on a small PICO8 Spellcrafting & Sailing Roguelike with the working title of “Clarice Clairvoyage”! Gameplay The game is centered around the concept of crafting spells by stacking different pages of a spellbook. (some of these gifs are older than others, so with old sprites) You’re outfitted with a few basic pages, but you get access to more as you fight enemies and sail the sea!...

February 19, 2021 · Bram Dingelstad

Dynamic GDDs with Notion & Godot

Shortly after I start with a Game design document, I’m hit with the very sudden and scary realization that I need to upkeep the document as well. By combining the power of Notion and Godot I hope to make it slightly easier. Let me explain to you how you could do the same! ...

August 17, 2020 · Bram Dingelstad

The Apple Privilege

Wauw, I used to say when I saw an Apple product at the store. And reasonably so, the allure of using a product with a quality unlike any other had me dreaming. But unfortunately, our family didn’t have that kind of money, so we never got anything. ...

June 10, 2020 · Bram Dingelstad