I had to model this... with a blender! ridiculous.
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.
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.
You can lift it, and you can smack it. Maybe I should put more velocity into the smack.
a few locations to say the least. I think there are 9 major cities, 10 small towns, and a lot of dungeons... I might cut some towns...
sometimes I direct link to the image on Twitter. I am now realizing that might be a mistake and like a few posts might die out of nowhere. Oh well everything is preserved pretty nicely on discord
floating damage text. that's it
I call em isosprites since they are isometric sprites. Off all the art in my game I like these the most, yet I never want to spend time making more of them. I guess ill get all the time in the world to make them if I can get passed this project's pre-production phase (I'm sorta close... maybe I should make a checklist...) sneaky peeky behind the scenes
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...
A blog for a game about a rather peculiar exam. Made in Godot Engine!
200 posts