That's all for this week! As always thanks for reading. You can check out my Trello for a bit more detail on what's being done. Have some tags, and Kobo trying to get to the target for the first time... and failing badly.
#indiedev #gamedev #furry #kobold #kobogame #kobogames
Posts by KoboGames
It's very hard to see in that gif, but the lever itself doesn't have collision, only the base. And Kobo manages to just barely miss the lever. Took me forever to figure out since it only happened if you stood just right.
Finally I got hitboxes in. And Kobo reminded me that he's 3d
Also here's the vfx for the respawn if it's hard to see, this actually had me build a component for holding particles since I used 3 for this.
Kobo's now able to use the club however he wants!
Now it doesn't look like much but there's actually a lot here. I finished up getting the attack system in, although I want to redo the sword animations and speed them up. I also created the concept of inanimate objects, linking of objects in a scene, learnt a ton in material maker, etc etc.
If the ball flying around caught your eye, that's Orbo! I added him into the area as well and Kobo can finally start to bully him!
So I did. And Kobo now has a target:
Of course now I wanted to put it in the game, and after putting it in the game I wanted to have a way to reset it. Of course if I'm going to reset it I'm going to need an effect for it. And I'm going to need to... you get the picture.
I decided randomly that I wanted to make a target... that breaks. So I did.
It's been quite a productive week. A little idea I had blew up into a ton of systems being implemented this week!
Happy Friday!
That's all for this week, have Kobo trying hard to attack and failing. (I'm also adding some tags for the first time) #indiedev #gamedev #furry #kobold #kobogame
I've updated the description / my bio to contain this info as well, so it'll always be at hand.
Finally I created a Trello: trello.com/b/4wzJLKGH/k...! Thanks @symrea.bsky.social for the suggestion. Once more my Telegram is here: t.me/fRvI_ATDHDhk...
I also moved a lot of my state stuff to be handled in a secondary thread. Thus if another thing wants to update it while we're processing it. It can make a post to my fancy Semaphore which will update it. This way it's not hanging.
Tail physics!!
Other things to note in there are the fact that equipment checks are a thing, and we're toggling a hitbox in there during it! I also added something very important...
I still need to flesh this out a bit, it's surprisingly tricky handling the states in real time. For instance if Kobo interrupts an attack, he's now in the winding up state instead of the endlag state. I feel like I'm close here, but I'm out of time for now.
So first things first, Kobo can now perform some basic attacks.
This has been a bit of a busy week, a lot of redoings of things, and more importantly getting into the main part of attacks.
Happy Friday!
I hope you have a great weekend, I'm going to go get myself a cookie for having a good week. Have one last clip of Kobo moving around!
I'm pretty happy with it for now, but I'm sure I'll rewrite it again before May. Anyways, the movement and animations are so much smoother now I'm really happy with how this week went. I have two recordings of it, one from before I redid the actions, and one after. I'll leave them both.
At this point I have completely written all of my movement code, all of the animation code, and all of the action code! It's much cleaner, and far easier for me to use for enemies now. Here's a couple snippits, I dunno the best way to show code hah.
After that I went to make a few changes to the movement to fix a few things.. and it went different than I expected.
Now there is a downside. If I add a new state now, I can't simply add it alphabetically, it'd shift all of my numbers down one below it. I'll deal with that later, it's future kobold problem.
Last week ended with me failing in the animation tree transitions, but I'm happy to say I found the issue. The issue is enumerations! See my state's type is stored as an enum for readability in code, but the transitions can't read that. So this works.
Today was actually quite a productive week! I actually had to look back where I was last week, and I did more than I thought.
Good Friday! (Hah I'm so funny, laugh at my joke please I beg you)