And after a long day of math and shit posting, behold! Trajectory in my #godotengine project!
The fact they become mines cuz they don't actually collide with the ground is now a #feature, that I TOTALLY planned, and wanted to happen from the start.
I'm creating a turn based game with random enemy spawns, telegraphed with a sigil on the floor one turn prior.
What do you think about having a few sigils, representing difficulty (minion, normal, elite, boss), rather than making all the sigils unique (or all the same?).
For example if you see en 'Elite' sigil you won't know whether it's a heavyweight (better to stand back), or a lich (better get close to kill quick).
I have to get out and take some fresh air. I been working in character controllers in Godot since Godot 3.x and i can say that every single problem i had then is still there now, plus a bunch more.
I don't see the core problems being addressed or even talked about and is really sad.
@YoSoyFreeman@SirLich Godot is getting traction, maybe some companies will start to invest their effort using Godot, what can push changes in this aspect, like better physics
@YoSoyFreeman@SirLich possibly rendering stuff got priority due to visibility. I mean, people are always commenting "when will Godot be able to render AAA graphics?" and so on. Of course, this means a direction must be taken, and maybe it wasn't the best choice. Let's see what the future brings about this physics discussion
Ok, I'll start checking some games from #LudumDare55 now. If you have a game that you submitted to LD Jam and want me to play it, let me know! I will record the play session and post it on my YouTube channel.
Unfortunately, I will not be able to submit a rating because I don't have an accounting Ludum Dare, but I can give my feedback about the game!
@SirLich you bet I will! thanks for sharing your game, I will post it here whenever the video is published on YouTube. And congrats for making the game, hope you had fun making it!