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Showing posts from October, 2021

More Environment: Buildings and Scene Switching

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 I started working the protag's home, which is a repurposed castle tower that fell into the canyon a long time ago. I just thought it might be cool to do something instead of a simple shack or generic house. The tower took a couple days to do since just painting the tileable brick texture took an entire day due to painting each individual brick.  I'm not planning to do a smooth transition between the internal building and outside environment in order to cut corners, so I'll just do scene switching. One thing that I've discovered with scene switching is static variables do not reset between scenes (this makes sense but its a rather obscure thing to keep track of), and that actually caused a few problems with my character controller the first time I tried it. I'll probably return to tweaking the combat system next week. There's still a whole bunch of animations that need to be made as well. internals, not fully lit yet, have to build outside env around it model in...

Playing around with the Environment

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 I've been messing around with large prop art, specifically environment. For the first area, I wanted something based off of water carved canyons cause they're gorgeous and also because I wanted a tall, large environment. There's still a lot of tweaking needed, like extra plants or additions just so the canyon doesn't feel so empty. The floor is also extremely low poly so I have to bevel some ledges. I'm also running into big performance hits when the resolution is large + most frame drops come from lighting and shadows so I have to look into that. I'm hoping godot 4 will help optimize things a bit. Sky texture from Richard Whitelock: https://godotengine.org/asset-library/asset/221 Oct22 update - This week I've just been stepping back from animations or the combat system, just need a break from them, so I went on a modeling spree. Realistically, these water canyons don't have much plant life at all, probably because of the regular flooding that occurs. T...

Small Updates

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 I can only work on this part-time so these updates are going to be slow (unfortunately). I've just been working on tweaking the combat system, dialogue system so it allows more than a set number of choices, and also scales properly with screen resolution and a little bit of character design.   I added some air punch attacks, and they're very rough and its pretty hard to juggle the enemy right now, but its just the first iteration. One thing that I've found is very important is considering the hitbox size. If the hitbox sizes are too small, the attacks sometimes don't register because the enemy wasn't "in" the Area node long enough to be detected. I find it better to have the hitbox cover the full range of the attack and then just trigger the damage dealing code at a certain animation frame. (The dashes have a super long hitbox) Also related to animation frames, I don't ever modify the animationplayer that comes from Blender import. If you reimpor...