Yea that's right, I want my game to have an adventurers guild with ranks. I'm going to take my sweet sweet time explaining the rank system to the player even though it will barely differ from the speech given in every trashy isekai made since 2018. Recently I redesigned the rank insignias (I was bored and didn't want to code) sneaky peaky
Not sure how well this will pan out but since the environment is in 3D and there is hella depth to work with I want to try hiding some interactable objects behind stuff or in an obscured fashion. Since you can't rotate the camera and the scene is orthographic I need to notify the player somehow that they have stumbled upon something hence the cool x-ray effect when you get close. I could add this to NPCs also which could be interesting.
a bug, this is not intended behaviour, tbh pretend you didn't even see this. My game has zero bugs, this is self-sabotage posted to make you think my game is buggy.
This was like the last thing I added before terrain bugged me out so much that I decided rewriting the entire codebase and switching to 3D would be more enjoyable than trying to get it to work
So following party members are a bit tricker in 3D. The main issue I need to solve is how they handle being obstructed by something they can scale. I sorta want to put jumping into their state machine but I'm lazy so for now they teleport. I had a slight issue where when they teleported somewhere they could crush the player controller into the ground... it might still be an issue I need to test it more haha.
If you were curious about how their path-finding works it's something like this:
A. Determine the vector between the current position and the player position ignoring the y-axis. B. Add vector to velocity to move in the player's direction. C. If one of 6 ray casts reports collision and velocity is close to zero pick another direction to walk in for a while before resuming from step A.
I could use the built-in navigation stuff Godot has but it needs to be baked and I sorta want to avoid that with how much I like to tweak the environment sometimes. Idk it works well enough for now but there is totally room for improvement haha.
It's shaping up, I think. I sorta hate the list format but like, what else is there other than grid slots.
This was a quick and dirty test but, it was the best I could do. 2D VFX is really hard if you don't want to draw every frame and you don't know how to use shader graph shiz and whatever. I hope I can do better in the future, but uh technically I'm future me and I haven't touched VFX since...
So I finally got to making a small video for pearlessential. Like the game, it was overscoped and I spent a bit too much time producing it, but I'm happy with how it turned out.
It also let me polish up my video producing skills which is nice.
cool system that lets you survive with 1 hp when you really should've died if you have a high-luck stat. also healing is in. it's bog simple stuff but I literally do not know how to code I am a master at programming.
Another imgur link. dang I need to optimize my gifs... Or maybe I should work in only video...?
A blog for a game about a rather peculiar exam. Made in Godot Engine!
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