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.
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...?
less buggy than push... sorta
I'm Ali. This is a blog for my video game, I usually do this on Twitter but you know, rich dude wants more money. Welcome! I usually just post stuff about the game. My game is a JRPG-inspired exploration game called pearlessential. It's made in Godot Engine.
Website: pearlessential.webflow.io/
Itch: https://alkaliii.itch.io/
and since you read this far, I have an empty discord server waiting to be populated that you can find here: https://discord.gg/UZ3DCZXmr9
Not sure what else to say right now, other than be patient lol.
I really want to use this feature for puzzles, but I can't think of a good one lol. Maybe I'll just make objects that do something when you yeet them.
So uh scroll bars and the scroll container node suck. I just kinda hate them. This is probably the first time I got them to work the way I wanted lol. I also got it to do this which I think was pretty cool:
I spend a lotta time tweaking designs instead of coding, which I feel guilty for... probably because my project's viability suffers a bit each time because I want it to look perfect before the first implementation... maybe ill spend a month doing quick and dirty sprints where I implement features in a week... maybe
It was around the 1 year anniversary since development started when I originally posted this and it totally slipped my mind. Hopefully I do something for the 2 year anniversary, but i'm busy and it's technically now (Feburary) Welp, I always have next year
trapped chests, I want to also have a teleport chest but I need to add additional zones to implement and test that, which requires me to save the state of the scene or area streaming. Yea... I have a lot of work to do.
A blog for a game about a rather peculiar exam. Made in Godot Engine!
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