it looks off to me for some reason. I kinda just made it because I was bored, maybe ill turn it into a puzzle element...
Oh nyo
Just some old Juice FX testing I found on my drive.
Here is me playing through a short quest in an old tutorial room. I like this video since I engage with a lot of the mechanics I've been working on.
Ngl I kinda want to have combat take place on the same scene as exploration, you know Chrono Trigger/Sea of Starsy. However, to do that I'll need to do a lot of tweaking to my code and spend a lot of time redrawing enemy sprites I already made...
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.
voila, house. These ones are pretty simple but now I understand what my workflow is for when I make a nutty one. The tall one needs a balcony 100%. I should make that... but then do I have to let the player onto the balcony, and if I let the player on the balcony, do I let them jump off it into some hay on a horse cart conveniently placed below the balcony? decisions decisions.
Hello, I made a post on TIG just now. It summarizes some future progress that hasn't been posted here. Check it out if you feel like it.
So until this point, you could only play as Alice. But now you can play as the other six! Still need to work on their field abilities haha. I want one of them to do a ground pound move, but the animation I cooked up looks pretty bad... most of my animations look pretty bad tbh...
Wishlist -> as if I would give you the link to this game's Steam page that easily.
hmm, you really thought I would hide it here? Wouldn't that be way too simple...?
So I was really happy with this. Then, I spent some time on other stuff. And when I came back, I found one of my shaders was broken... So the current version is a tiny bit different.
Mostly backend. As usual, it's a pretty jank system but it works. No quest markers atm but I've been considering them. I also want to look into optional objectives. This is the first time I've seriously considered how quest systems work and it's quite interesting. I need to find more references to study haha.
A blog for a game about a rather peculiar exam. Made in Godot Engine!
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