Grabbus [Indie Game]
@grabbus
Explore, Battle, Loot, Build, Fuse, Grab, and Throw! Do this and more by playing as Morris the rat, and Grabbus, his otherworldly parasite! Discord: Follow for development updates! >--Foxoplasm LLC--<
Just finished this hand-painted piece for Grabbus! Watercolor and pens for the most part. I'll try to get it scanned and stuff soon!
It's almost ready! A few more small, easy bits left until the item storage menu is complete!! But for tonight, I rest...
Here's how the upcoming item storage menu looks so far! It has taken a lot of work, but I wanted it to look slick, but also be easy to use. Still needs plenty of graphics. It has taken a moment to get working since it has some cool features...
Oh wow I can't believe he would say something so specific somehow.
One step closer! The "Status" mode of the world map will be a place to check an overview of your progress/stats, an overall territory map (if I can figure it out), and buttons to bring you to different features/services.
Last night I worked late and got the tiered pickup items finished and implemented! It will have an affect on balance, especially for healing orbs, so that will be a point of interest later! Fixed some bugs while I was in there too. One step closer to a cooler game!
Had a pipe burst last night, so dealing with that is gonna be a whole thing... In the meantime, I finally got the layout for the item bank UI put together. With this, I'll be able to program it quickly, knowing where everything goes and how it should work!
This image, which metadata indicates is from 2009, is the first drawing of what would become Morris and Grabbus!
Grabbus will appear on a charity livestream on Sunday the 11th around 1-3AM EST! tiltify.com/+flat-friend...
In the next update, see a preview of the resulting potency of a fusion, with a warning symbol if one/ ! \ or both/! !\ of the items you have highlighted for fusion have a potency above your containment stat. Also just fixed a mini-worldmap bug caused by the rotation optimization I did earlier!
Tonight I'll be marathon-ing as many of these plants as I can! Each one has five variations, so it takes a second. I've also written down names and lore for each plant as I go, gonna organize that into a section of my design docs.
New mushrooms! Half of the biomes now have their "foliage" sprites done! They aren't very hard to make, so it shouldn't be much longer that I can finish these and move on with the to-do list.
I did it! A new selective lighting layer that allows buildings and other things to glow at night! And I got it running without *too much* of a performance hit. You may need to lower your map size by one or two notches, but it works! This is gonna look so cool with more buildings...
www.Grabb.us Patch v0.2.4, the World Map Overhaul, has been released to the public! If you want a chance to provide feedback as the game improves, head on over to... store.steampowered.com/app/3516160/...
Updated these buttons to be more translation-friendly with symbols and a tooltip rather than drawn-in text. Also made it more obvious that they are like "tabs" for switching modes.
Last night I finally got around to fixing some jank in the world map's rotation code that would cause it to shift awkwardly as it spun past certain angles. Now it's much smoother! To showcase it (test it) I've also added a slow-spinning "attract mode" if you let go of the controls for awhile.
Figured I'd post a little status update on here! I'm nearly done with the new terrain tiles for the world map overhaul... This was a major undertaking, adding 16 new biomes to the endless world of Skixx! Here are some example screenshots of how it looks so far! (The trees will get replaced!)
Here's a video showing progress on Grabbus' endless world map overhaul! Still a lot to do, like making more kinds of rocks.
More progress! I've begun making the grass variations for each biome...
The 16 new ground tile bases are done! Next, I'll make the grass, sand, and rough tiles to place on top of these "bald" ones.