It’s funny you say that, because that’s already something I plan on. As complicated as my feelings about Overwatch are, I do really like its callouts and pings.
Posts by Bot and Rally
Weapon tooltips, which you’ll see in the equipment selection. I’m using Tooltips Pro for this. Unfortunately, I’m a bit underwhelmed by the power of Godot’s tooltips.
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I have yet to playtest with the chatbox, but its addition was mostly for utility. The game is supposed to be co-op, so communication is pretty essential. I just wrote that little blurb for a bit of humor.
Are you tired of screaming at your screen and wishing the people in-game with you could hear what you’re saying? No more, with the new addition, the Chatbox!
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Basic death overlay. Again, it’ll need some TLC from the designer, but it functions, so my job is done. I do want to experiment with a vignette or gradient to impose a feeling of distance from what you see, so you feel more removed from the world.
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Still have a backlog of dev previews to post here. A working chatbox, although just the functionality. I still need to get a good look for it.
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This is awesome! This is a way better way to visualize easing than graphs or watching a little dot.
Little bit of motion for pickups with a placeholder model.
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The last 24 hours have been a blur as I got a lot of stuff done. Here’s one of the many things I’m proud of: a 3D compass.
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Sometimes you program things just because you feel like it. This viewmodel y-movement is one of those times.
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Viewmodels are in and working! How it works is really neat. The viewmodel is rendered separate from the rest of the environment and layered onto the rest. Since it’s in the same world as everything else, the model is hit by lights around it.
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As we approach our early beta, we need the game to be the closest to be playable we can get. So, here’s a set of placeholder menus. I think it still needs some more bearded dragons.
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Deflector weapons are in! They won't be used by the player, though, they'll just be a weapon for the more difficult enemies to use.
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Grenade launcher functionality! I'm still trying to get the feel exactly right, but this is a pretty good position. It gets finicky and small adjustments can make a pretty big difference with something like this.
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The NPCs can fire flamethrowers now. It needs work, but it already looks really cool in its unfinished state.
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I think of this video every time I have to work on this game
The first iteration of what will be the Tommier Gunâ„¢ and the flamethrower when turned on its side. Many changes are coming for them in due time, but this is where it starts.
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The beginning of improving the Enemy pathfinding and decisionmaking. This is the map the NPCs will be navigating around so I can develop in an environment that at least sorta mirrors what a finished level will be like.
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Range-based damage falloff! With a little bit of floating point error mixed in at the moment. While not directly related to NPC pathfinding, the weapons need a range that the NPCs can pathfind to.
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Jokes aside, this seems like an amazing tool for designing an in-game economy. Maybe I'll have to revisit it at some point.
NPCs are now able to navigate along a track! (Sped up dramatically)
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