March 25 Update

The reasons for the infrequent updates is cause there's only so much to talk about upgrading and that was all I was doing, no new and shiny stuff. It took me quite a while because the combat system is still pretty complex. Things are looking good though, I've got most combat system stuff working and in Godot 4.

I fixed a few issues coming from 3->4 with bugs that never really showed up in 3. 

Added a new simple camera that just passively follows the player around so that if there's no target its always moving to go behind the character. Also just generalized some things with the targeting camera since it was hardcoded before and stabilized it a little. Lots of small cleanup things.

Due to the changes in Godot 4, I made it so the player character will slip on slopes when landing on enemies because having the player land on the enemy and stay there was a funny occurrence that was happening more than it should have been. The opposite can also happen but its far rarer. One thing that's unfortunate is that the raycast I use to detect the ground sometimes misses the enemy, resulting in a nonstop fall state. One option might be to use multiple raycasts on each side of the character, but I don't know if that would contribute to a performance hit. Just going to have to test.

So far, the fps has stayed at a constant 60fps even when I go full screen with the new upscaling additions, so this is great, and testing this on a potato $300 laptop still got 60fps albeit at a lower resolution. Right now there's no other meshes than a large rectangle but considering its lighting is dynamic right now I think that's a good sign and most meshes later on should have baked lighting.

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