2025.11.3 released
This is a very scattered update, since I worked on some random things just for fun. I was also very busy with work stuff lately. Here are the major things I worked on:
2025.11.3.1:
- Fixed issues with PLAYSET cinema animation (and probably broke something else).
- Fixed Music reseting when changing rooms
- Fixed UID related errors when loading the rain effect.
2025.11.3.0:
Gun fusing / Breeding implemented.
Check the blog post here for details, but basically:
- You can fuse 2 guns into one.
- Using (mostly) the original game's rules, mix the gun material, type and affixes to get a new, non random, gun.
- Guns can have lineage and shit.
It was fun working on this update.
Smog / rain shader rework

Inside TNN, Eastlands and Westlands, a thick smog covers the map. My old (original) implementation was terrible mostly because I was lazy.
Its not terrible anymore, just plain old bad.
I'm not good with shaders, but I was able to make it work somehow, but not without issues.Right now, the shader cover more than it should, like some special effects and etc.
Diving minigame

The diving mini-game that happens when you escape the prison, to reach Gilbert's Peak was migrated to Godot. Its a fun mini-game and I tried to add some light effects and stuff. It should work as expected.
Room porting (Westlands, Eastlands, Gilberd's Peak, Swamp)

Some more areas were ported to Godot. EST and WST were mostly ported, but the rest only had the most basic stuff ported.
In Eastland, basically everything were ported. The Grem Village cutscene even worked pretty well the first time I triggered it.
Improved controller support

For absolutely stupid reasons, controller inputs were reworked and improved (hopefully).
You can now talk to characters, aim guns and stuff like that with a controller. This was done in order to support the R36s console via Portmaster. Performance is terrible, but I want to see how far can I get.
Map Icons

Finally, map icons were added. For TNN, most map icons were added and all of them work as they supposed to.
Since the game was not finished, most areas don't have the correct map icons. The way they were implemented makes it a bit hard to add new ones...
But hey! After almost 1 year, I finally finished the map screen!
Wasting time by messing around with script cleanup

I was pretty busy with work stuff this month (thanks F5!), so I didn't really wanted to focus too much on this project. Still, I went around and improved some autoloads, comments and some other trivial stuff.
Enemy AI initial implementation

Started doing the first steps toward enemy AI implementation. I decided to make my own system using finite state machines. The original code worked pretty well, but its mess.
With FSM, I aim to replicate the original AI behavior. So far, I only have the most basic states, nowhere near how the original AI works. Its a start, at least.
The current system is pretty simple so far. The Catfish enemy uses a placeholder, generic behavior:

The Darkrat enemy uses a pretty simple set of actions, just chase the player, explode when in contact and, randomly, stops for some time:

Will it work? Maybe. I added a new V.R Mission to test the new AI. The new system kinda breaks the Turn based combat system. Maybe its time to put it to rest once for all...
In the future, I want to make a blog post just talking about how the AI works. Right now, not even I know how it works or how its going to work in the future.
Also, this test from an older version cracks me up:
Audio files convertion
All audio files were converted to .ogg (most of them already were) with a audio bitrate set to 86Kbps. Each audio file had a different set of extension (MP3 or WAV) and bitrates. The Audio file size was reduced from 413.7MB to ~160MB (after converting everything to OGG) and finally to 92.0MB.
I can't really hear the difference between the audio files, so its probably not bit hit in quality.
Due to Itch.io file size limitations, I wasn't able to upload web exports anymore, due to the game's PCK file hitting 215MB. With this mass conversion, the PCK file remained at 185MB.
Whats next?
Hum, don't know actually.
The shader loader doesn't work correctly, Gamepad support is still shoddy. There are still lots of issues with small bugs during gameplay.
Maybe I'm losing a bit of focus on this project. I'm supposed to port the Janky demo, but I'm sure that the diving mini-game was not on the Demo. I will try to focus on the Combat, AI and finishing TNN.
Gun behavior also need some love, since affixes and bullet behavior were not added yet.
No promises, though.
Very important:
If you check the Janky demo's page tags, you will notice the "diaper" tag. As a joke, I added the same tag on this game's page.I noticed a increased traffic on the page's analytics. Why is the "diaper" tag popular?
I decided to remove the tag and forget about this.
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
- Gun fusion / breeding - Thought and notes52 days ago
- 2025.09.06 released77 days ago
- 2025.08.18 released97 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
- Stage Whatever - Menus and Residential TNNJan 09, 2025
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