#HorrorFolkloreJam entry is progressing! The idea here is to build a sort of Castlevania 2 like town with people having set schedules like in stardew valley, as you hunt for specific targets at the right time to not blow your cover.
Work in the last couple days involved a 2d character controller, getting an Astar implementation going, and getting the NPC to follow a very simple schedule.
Our current idea for the #HororFolkloreJam is a bit of a reverse survival horror, where you shall play as a 'Soucouyant' which can be broadly described as a fiery vampire doppelganger hag.
Was nice learning about such a thing from our mother of all people. As half the point of this jam is sharing these sort of things, here's some songs and art other people have made on the creature.
This #screenshotsaturday we are showing our rigid body tank running through rigid body blocks that were a building before I knocked it over.
Performance has been a recurring problem in this project... A big goal is impact and destruction, which is all good until the frame rare starts dropping! Things are smooth here, mainly because there are no path finding enemies.
@gertkeno we actually are ya. The tank is actually using some springs and coils, and I'm wondering if we have those codes wrong and that's causing the enormous kick back. Our test tank that doesn't use that system, doesn't suffer from the same bug, but we really like the effect on the tread...
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.
Im currently working on trajectory systems and forgot what tan() does and I kinda am embarrassed about that. Also I'm awful at trigonometry apparently. Haven't thought about it in a couple decades!
Blargh! All day trying to figure out why an Area3D wouldn't register a hit on my GridMap in #godotengine and it turns out it was the Jolt Physics engine!
Gotta set a specific option in the project settings if you want that interaction!
The first ranged enemy is coming along nicely in this #godotengine project! #limboai and #behaviortrees are powerful, but definitely take some learning to get good at.
I think I'm happy with the turning and firing of this monster, and the movement logic seems okay now.
The idle is a bit of a problem. I need seeing the player to break that, and right now it always waits 3 seconds.
Definitely annoying that there aren't a lot of resources for mid ranged maps. At least I think 400m x 400m is mid range. My flat 100x100 had no issues, but things got complex quick when we made a realer map.
Progress! We've got a real plan where the project is going, and are having a fun time learning 3D! Here is our new test map, and a faster tank to drive through it.
We still need to gut and rework the weapon system, but things are getting fun!
@atropos148 I think having multiple chassis with different feels would be a good option to keep. We already have something of a customizing screen, so letting people choose between a few bases seems smart .
I'm glad the work around is easy as the particle effects are starting to pick up alot! The purple nest not spewing spores everytime was really bugging me.