You can lift it, and you can smack it. Maybe I should put more velocity into the smack.
I had to model this... with a blender! ridiculous.
I decided to instantiate and drop ~99 RigidBodies to see what would happen. The game had zero problems until I tried to interact with one of the boxes and my interaction system got fussy. Now that I think about it, I need to repeat this very important experiment with my bomb object...
I got so many things done during 2021. Like all of 2022 passed by and I barely refactored some of the code and continually realized how shit my game story will probably be my game will have a great story please play it when it's done
original tweet below:
AOE techniques work! I also learned the oddities of integer math recently... math is wack. -- Next up will probably be Healing? or Buff/Debuff.
So walking around a flat world is fine, but my game is isometric so having terrain feels like a must. too bad it's a pain in the ass to implement. I spent months on this and in the end, it wasn't good enough. It wouldn't play well with other props like trees well, The player could glitch it out and clip through it, render order and collision was abhorrent and it couldn't stack on top of itself. I'll be honest the whole reason for why I switched to 3D in the Godot 4 version of the game is because a fake z axis in 2D isn't very fun to implement.
Some of the collision shapes I had to setup
I drew them out so I could turn them into tiles for the tileset
Anyway, word of advice to anyone who wants to make an isometric game, make a 3D game that looks 2D not the other way around.
OptOut encounters. I need to add more sound effects, an alarm sound for when one of these pops would be fitting.
A blog for a game about a rather peculiar exam. Made in Godot Engine!
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