Another level for #Lazarr! completed.
Mysterious …
Of #Luanti 5.13.0, I used one new feature so far: You (the game developer) can force the client to display the player inventory now.
I used this in #Lazarr! to make the navigation of the level editor menus a bit more convenient.
Before, many buttons like "OK" closed the window instead of returning you to the main page, which felt a bit awkward. Now those buttons return you to the main page, so this feels more like the menus have more structure.
Esc still closes everything.
Dead of Night. Another level completed for #Lazarr!
Working on the next level for #Lazarr! It’ll feature a lot of skulls.
“Grog in the Jungle”. Another level for #Lazarr! completed.
New level for #Lazarr! complete: Abandoned Village.
In #Lazarr!, you have a ship which acts like a mini "main menu". I’ve reworked it now.
Before, features were spread out; Some features required you to walk to a different room which gets annoying fast. Many rooms looked nice but were useless.
The new ship is now much simplified, almost all the menu features are now concentrated in the captain room with 2 exceptions for features meant to be used rarely.
Basically done so the player can navigate the game features faster.
I worked on the codebase and the pirate ship again, and I am happy to report that my game #Lazarr! is finally feature-complete. (And hopefully bug-free, too. )
All the *technical* features I planned for v2.0.0 are now finished.
Now the only thing missing are the final levels, and then preparing for the big release day. Wish me luck! But it will still take a while because the levels are very important.
Here’s a rare view on a hidden debug screen in #Lazarr! I made it a while ago to test the trigger system. It shows a list of all nodes (blocks) that can trigger something or be triggered.
This screen is useful to be because it reveals information that is otherwise hidden. It will show a warning icon for any invalid state, allowing me to catch bugs early.
Fellow devs: Take your time and add tools to reveal hidden state. It WILL make your life so much easier in future.
No level screenshot today, but I did manage to clean up a little bit of technical debt (bugs) in #Lazarr! today.
You know. The boring but neccessary work.
Just a small village.
Land in sight! Version 2.0.0.beta.7 of the laser puzzle game #Lazarr! is out now! Solve laser puzzles, collect gold.
Now featuring 100 levels in total and several quality-of-life improvements.
The fabled Land of Version 2.0.0 is coming closer every day.
Changelog: https://forum.luanti.org/viewtopic.php?p=445979#p445979
ContentDB page: https://content.luanti.org/packages/Wuzzy/lazarr/
Very early draft of a new ship-based level:
#Lazarr!: I’ve added a simple overlay feature to the rotating hook item. Blocks now show arrows to indicate the rotation direction.
That mirror in the screenshot will rotate to the left if the player left-clicks (blue arrow), or it will rotate clockwise on a rightclick (yellow arrows).
This feature was added due to a player request. It can of course be disabled in the game settings.
Working on a mysterious level in #Lazarr!
"Batten down the Hatches!"
That’s how I call the latest level for #Lazarr!
And finally another complex level is done! A player suggested I should incorporate the crystals more, and this is the result.
I also redid the island stone (white stone) texture using stochastic texture sampling. This should be quite subtle, but it makes the texture look less repetitive.