#EntropyDev log 7
I initially programmed the character movement with only flat walls in mind, but recently wondered how it would handle rounded corners as-is. As shown, it functions better than expected, but it's clear the animation state code needs further refinement.
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#EntropyDev
#EntropyDev log 6
The player's dash ability now cancels upon entering a new room, unless they are dashing along a wall. Since this is intended to be a Foddian-style climbing game, this mechanic should allow for more creative level design while preventing easy skips 🤔
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#EntropyDev log 5
Camera functionality has been implemented. The camera view instantly "jumps" between rooms when the player enters. Nothing more advanced is needed for my 'Foddian'-style project.
I'm a #GodotEngine noob, but I'll explain how I accomplished it in the comments for future reference.
#EntropyDev log 4
- Increased player collision area & sprite size by 33%.
- Refined collision detection by adding diagonal raycasts.
- Cleaned up some sprite pose transitions.
But oops, the sprite is too tall for 1 tile-high gaps now!
Will leave that problem for later 🫠
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#EntropyDev log 3. I added some rough keyframe sprites made by posing & screenshotting a 3D model. The pose transitions are janky, but this is a lot closer to my vision than the ball player character I had before. I think the player is still too tiny compared to the viewport though.
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Dev log 2. I doubled the size of the collision for the player character and tiles. With a constant camera zoom amount, I think this sizing will allow for more discernible detail in the player sprites when they eventually get implemented. My camera functionality will work like Jump King. #EntropyDev
First dev log I guess. Got the player movement working roughly as intended. Everything visible here is just collision, so no sprites incorporated yet, but the character model will be humanoid. I think this scaling is too small though, so will probably double the size of everything 🤔 #EntropyDev