2025.08.18 released
Remember when I said that I was going to work on gun genetics, performance issues and bugfixes? I lied
This updates focus heavily on 3 key aspects:
- Porting all TNN rooms( internal an externals)
- Porting all Sewer rooms
- Changes in the combat
These 3 items are quite impactful for the whole project. The main one it the third one:
Right after finishing the last update, I noticed that, by mistake, I left a function enabled to test guns being fired from the free-roaming Hoopz (outside turn-based combat). Weirdly enough, it was pretty fun running around shooting stuff.
"With a more agile playstyle, faster rolling and way more ammo, the old combat would probably be fun" I thought. So, that's what I did, I've added real time combat to the game!
This decision was quite costly and made me rework on how turn-based and free-roaming hoopz works, leading to a improved codebase (I think).
There's still A LOT of stuff missing, but sure is a step forward.
The first 2 items are very similar. I finished converting all the TNN rooms to Godot, along with some cutscenes and special events. Stuff like the RebelBase interactions, BootyBass club and Lugner quest are unfinished and mostly untested.
The sewer was a bit more challenging. I had to convert a lot of assets and figure out how to handle bullet casing falling in water and decide if I was going to add any new enemy in this update. The main hardship on adding new enemies is the AI system (that doesn't work yet). For now, only the "Dark Rat" was added, since all it does is follow the player and explode.
I Tried to add the "Cat Fish (Small)" enemy, but its advanced AI was too complex for me, right now.
I also tried to add a few "Light2D" nodes, just for fun, in some sections of the sewer system.
2025-08-18.1 Changelog:
- Fixed issue with the battered dwarf's cutscene.
- Fixed issue with Giuseppe's cutscene.
2025-08-18.0 Changelog:
- TNN
- r_tnn_bballcourt02 improved.
- r_tnn_maingate02 improved
- r_tnn_marketDistrict01 heavily improved
- r_tnn_businessDistrict01 Added
- Many internal rooms, like the clinic, BootyBass, Warehouse were added.
- Sewer
- All of the sewer system added.
- New debug room (using an unused room) created.
- Dark Rat enemy added.
- Cat Fish (Small) somewhat added.
- Combat
- New combat method added.
- Max gun ammo triplicated.
- Freeroaming Hoopz added
- Freeroaming Hoopz is now controlled by B2_AI_Player. This system allows to add different AIs to all combat actors.
- Turnbased Hoopz modified to share the resources with Freeroaming Hoopz.
- Death screen slightly changed to be more similar to the Janky demo. Its still wrong, but its better than before.
- Added Mission 2 to V.R. Missions. Its a timed survival battle with a bunch of Dark Rats.
- Added a small function to throw gunbag guns at enemies, when they run out of bullets.
- Misc
- Made a new tool to batch-convert rooms. Its works great (not).
- Added a pre-load for particles. Should help stopping the stutters when playing the web export.
- Updated to Godot 4.5 Beta5
- Added Linux export.
- Bugs
- Added a new bug when transitioning rooms. Sometimes it flashes a white screen. Hoopz looks at the wrong way.
- Sometimes, Dark Rats can get stuck on walls.
- Whats next?
- Take a break, study for some stuff.
- Mass convert some other part of the game.
- Maybe work on enemy AI?
Small demo for this update:
Very important:

Files
Get Barkley 2 - Godot Port
Barkley 2 - Godot Port
Its Barkley 2, in Godot!
| Status | In development |
| Author | Sanlo |
| Genre | Role Playing, Action, Sports |
| Tags | Action RPG, Basketball, Godot |
| Languages | English |
More posts
- 2025.11.3 released26 days ago
- Gun fusion / breeding - Thought and notes60 days ago
- 2025.09.06 released85 days ago
- 2025.07.18 releasedJul 18, 2025
- The combat update... finally!May 25, 2025
- Let´s talk about combat - Part 2Apr 05, 2025
- Let´s talk about combat - Part 1Mar 26, 2025
- Stage Whatever - Items, stats, better doors, foreboding dread and much more!Jan 17, 2025
Comments
Log in with itch.io to leave a comment.