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Tearcell, to godot
@Tearcell@mastodon.gamedev.place avatar

I'm mildly embarrassed I can't think of a better solution for this. 24 export variables for 24 hours.

Schedule is a component that some NPCs will have, and tasks are resources to be dragged and dropped in.

Problem is most will be empty, since tasks take more than 1 'slot' to complete. But I need this easy for a non coder to use.

stephann,
@stephann@mastodon.gamedev.place avatar

@Tearcell An alternative that could work for you:

class_name Slot extends Resource

@export_range(0,23) var hour : int
@export var task : Task

Then you could do:
@export slots : Array[Slot]

Tearcell,
@Tearcell@mastodon.gamedev.place avatar

@stephann Oh hm, that WOULD be a pretty good alternative. Easy fast mock up too, I'll give it a whirl and see how I like it.

Tearcell, to godot
@Tearcell@mastodon.gamedev.place avatar

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.

The prototype for my Horror Folklore gamejame entry. We have some a star graphs on display for an NPC to follow. The NPC goes to 3 separate locations.

azrhyga,
@azrhyga@mastodon.gamedev.place avatar

@Tearcell Looking great!! Good luck working on it!! I hope it goes well!!

Tearcell, to random
@Tearcell@mastodon.gamedev.place avatar

Our current idea for the 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.

https://www.youtube.com/watch?v=j-ZG12jMivo

A soucouyant emerging from from the skin of an old woman. By Gemgfx: https://www.deviantart.com/gemgfx/art/Meet-the-Soucouyant-640378947

Tearcell, to godot
@Tearcell@mastodon.gamedev.place avatar

Little project detour for a gamejam! We're gonna do a small game for the month long Horror and Folklore jam!

https://itch.io/jam/horror-and-folklore

We're reaching to our Caribbean roots for this one, and the research has been alot of fun already.

Tearcell, to random
@Tearcell@mastodon.gamedev.place avatar
Tearcell, (edited ) to godot
@Tearcell@mastodon.gamedev.place avatar

@rhazn Attempt 1 at using a hinge joint 3d to make a Srimech to help flip the tank...

I have literally no idea what is happening LOL

linkovitch,
@linkovitch@mastodon.gamedev.place avatar

@Tearcell Or the sounds of confused vocals and vomitting ? :)

Tearcell,
@Tearcell@mastodon.gamedev.place avatar

@linkovitch you're on to something heh

Tearcell, to godot
@Tearcell@mastodon.gamedev.place avatar

This 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.

Our arcadey tank tries to climb a pile of Lego block like debris.

rhazn,
@rhazn@mas.to avatar

@Tearcell maybe add a self flipping lever to the tank? Depending on how realistic you want it to be it's a dumb idea of course but could feel fun https://battlebots.fandom.com/wiki/Self-righting_mechanism

Tearcell,
@Tearcell@mastodon.gamedev.place avatar

@rhazn oh geez this is a good reference in general for what we wanna do. Thanks!

Tearcell, to godot
@Tearcell@mastodon.gamedev.place avatar

Performance progress on the full map of this project is really coming along...

An absurd amount of physics objects DOES lead to absurd results, both in framerate and gameplay though.

A performance test with many objects ends in disaster when a rogue block knocks my tank off the map!

gertkeno,
@gertkeno@mastodon.gamedev.place avatar

@Tearcell >:) are you using an alternate physics engine like Jolt?

Tearcell,
@Tearcell@mastodon.gamedev.place avatar

@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...

Tearcell, to godot
@Tearcell@mastodon.gamedev.place avatar

And after a long day of math and shit posting, behold! Trajectory in my project!

The fact they become mines cuz they don't actually collide with the ground is now a , that I TOTALLY planned, and wanted to happen from the start.

After a whole lot of math and tutorials, the turret tower properly lobs its projectiles over the wall at a fixed height.

supernovafiles,
@supernovafiles@mastodon.gamedev.place avatar

@Tearcell I love it when we can plan features ahead of time, even from ourselves!

Tearcell, to math
@Tearcell@mastodon.gamedev.place avatar

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!

sinbad,
@sinbad@mastodon.gamedev.place avatar

@SmartmanApps i don’t remember that one but that’s useful

tacitus,
@tacitus@mastodon.gamedev.place avatar

@sinbad @Tearcell

Same, so many seemingly childish mnemonics are still deeply ingrained in my brain, even some I made up myself.

Tearcell, to godot
@Tearcell@mastodon.gamedev.place avatar

Blargh! All day trying to figure out why an Area3D wouldn't register a hit on my GridMap in and it turns out it was the Jolt Physics engine!

Gotta set a specific option in the project settings if you want that interaction!

Annoying but that's I suppose.

Tearcell, to godot
@Tearcell@mastodon.gamedev.place avatar

The first ranged enemy is coming along nicely in this project! and 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.

[Limbo AI behavior tree controls the 2 stingered hornet that shoots energy balls. The tank drives around it, dodging some shots before killing the creature.

Tearcell, to gamedev
@Tearcell@mastodon.gamedev.place avatar

Was getting fed up with path finding performance in ... Just 5 mobs were tanking performance! 75 fps to 7 or less.

Then I realized my nav mesh was very not well optimized...

Then I realized I had Limbo AI querying the navigation server something like 200 times a frame for each unit...

Then I realized... I have a lot to learn yet about 3D!

Definitely gotta do some write ups on my experiences once I get back to 60 fps. I'm pretty steady at 30 again, with 30 agents active.

Tearcell,
@Tearcell@mastodon.gamedev.place avatar

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.

Here were the bakes btw.

A much simpler mesh bake. Same map but it's not cutting around objects the mobs can push through.

Tearcell, to godot
@Tearcell@mastodon.gamedev.place avatar

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!

The little tank drives around our GridMap and plays with our physics engine. The video ends with the tank being crushed through the world!

atropos148,
@atropos148@mastodon.gamedev.place avatar

@Tearcell That seems like a good speed for an arcady feeling tank. Do you plan on keeping that tank as an option?

Tearcell,
@Tearcell@mastodon.gamedev.place avatar

@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 .

Tearcell, to godot
@Tearcell@mastodon.gamedev.place avatar

discovery of the day. If you're trying to emit a particle effect and it happens inconsistently, it's due to this:
https://github.com/godotengine/godot/issues/58778

and the work around is this:
https://github.com/godotengine/godot/issues/58778#issuecomment-1464281606

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.

A nest produces bugs and spores, and does so consistently now!

Tearcell,
@Tearcell@mastodon.gamedev.place avatar

Was literally as simple as 'call function' rather then keying emiting = true.

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