Hey there, it's been a bit.


What is Betrayed Fists?

Now if you still don't know what Betrayed Fists is, either you didn't read Devlog 1 or I did really bad job at explaining.

And it's probably the latter, so Betrayed Fists is a Yakuza-inspired Beat Em Up about Aidan being involved in an Arms Deal goes wrong, afterwards he is sentenced to stay within Town and his friend is then kidnapped.

             


What have I done so far?

Since the last time I've uploaded a devlog, there have been a ton of changes, I'll list them out starting off with combat.

Well, that's the end of this section, let's go to a previous question.

             


RE:When will the game release?

If things stay at the pace they're at right now, I'd say late 2025 to worst case, early 2026 (That is really scary to think about) is when this project may potentially release.

             


Now, this is the part where you should probably leave as the next section is a lot more technical and uses more techy words.

So if you are leaving, just make sure to keep an eye on my youtube, I sometimes post clips there. Thank you for reading and hopefully see you next time!

             


For those who've stayed, thanks aswell for reading here as well, this section probably isn't going to be super interesting, but I just want to write down some stuff.

Loading Screens

Loading Screen are something pretty new to me as I've never made a functioning one (ex: Showing you the progress of the currently loading game)

This is pretty important as to developers, we know that the game is just loading in, but for players, there is no visual indicator as to whether the game is loading or if the game froze, which is the reason why Loading Screens exist, but you probably already know that.

In Godot to achieve this, instead of using Godot's automated method of loading Scenes, we instead manually load in scenes.

Which is really easy as we delete the current scene inputted by whatever requested the change, then load the Loading Screen for the player to know we're loading stuff, update this progress bar, then after the scene is finished loading, we then delete the loading screen and add the scene to the root. (Which is the ultimate parent)

Now, this wouldn't be much of an issue, if I knew or if Godot supported setting the current scene variable in get_tree (which is like a folder that has folders within them), which it unfortunately does not atleast for Godot 3.5.

The reason why this is an issue is that switching scenes the normal way does not delete the current scene we're in.

As to Godot, that's not a scene, that's just some random node (which are kind of like objects).

So we get issues like these.

betrayed fists scene loading bug

This was pretty easy to fix, just replace all methods that uses Godot's method to use a new method that gets the current scene, deletes it by calling to a group that ONLY one node should have (at a time) to delete itself and then everything else afterwards is the same.

And while it was easy to fix, this was something completely new to me, so it was actually kind of fun fixing this bug.

             


Well, that's all, thank you for reading to the end! If you want to see some clips, just go to my youtube. Either way,

Thank you for reading