Code comment of the day or something.
Its probably a holdback from early C or other old system design stuff in programming, but every time I see a file that contains either code or serialized data, it always has that extra newline. Even in modern environments and with modern codebases. Its kinda weird, but also kinda cool.
Started rethinking how I wanted to handle AI for this little boss rush game, so the snek doesn't really look like its changed much. Under the hood its using Godot's animation system to handle state now, include what its current target is.
Its "idle" animation is just targeting between 4 randomish points on the map, but if the player activates the floor trigger I set it'll target the player instead.
Had to rewrite a lot of what I already had though <.<;
Gonna scrap this Default Cube boids boss design. Barring writing it in C/C++ and using GDNative, I probably won't squeeze enough performance out to make the boss fight last that long.
Technical issues aside, this boss is too chaotic to feel fun, and I'm having a hard time thinking of some good attack patterns...
Such is game design sometimes I guess, maybe I can make something like this work later.
Been working on a new boss, most of it is already implemented but really poorly so now I'm rewriting it to use boids instead of physics.
Basically need a bunch of small swarming entities. The real issue now is performance...
Added some rim lighting and a concrete texture to the boss and dang that's way more readable. Still need to get a fist model to switch between during attacks, as well as some way to show damage on the boss itself.
Also, dying now sends the player to the afterlife. Planning to put the tutorial in there as well any trophies for the player's accomplishments. Probably mostly statues for beating bosses.
Ayyyy, this is starting to look and feel like a game instead of just a side project while job hunting. Gotta get a boss of some in next.
As much as I hate the design, might be worth it to make a stone head with disembodied hands as the first boss. Although maybe there's a way to make it that I wouldn't hate...
One of the mini-projects I started to get good indirect lighting baked in blender into Godot. The two quads are emissive materials, and Godot (as awesome as it is) doesn't have a way to bake emissive indirect lighting in the editor yet.
Gonna shelve this for now, but whenever I have a computer good enough for some really high fidelity models, I'll make even better use of this technique.
Hmmm... Should probably post a few things I've done recently :v
Here's a non-uniform grid movement system for #gamedev purposes, but mostly to see if I could in Godot: https://github.com/Pyredrid/Non-Uniform-Grid-Movement-System
All movement can be done with a D-Pad, and its basically just moving from node-to-node, but nodes don't have to be grid aligned so you can make cool spiral stairs.
Game developer autistic mouse who cooks a lot and is just so exhausted now...
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