I've been importing the level design from blender using Godot's blender import (which is seriously convenient) and realized I had an issue when it came to making collisions. I'd be clicking and generating for all meshes, and on top of that they'd be the less efficient, over detailed collision meshes. On top of that if I made even a single change to the level...it'd be a huge pain. This week aside from finishing up much of the laboratory assets, I made some tool scripts. One in blender to create a collision mesh from a custom mesh and auto rotate/scale/translate to each prop. Another as a godot editor plugin to auto create all the static objects from those collision objects from blender and assign them proper collision layers. I still need to do some more, as the current plugin doesn't handle interactable objects, just static props, but it gets rid of a lot of tedious work. With that and the combat system almost done, I think I'm ready to start work on actua...
As usual, lots of stuff, but I forgot to update regularly. I added in all of the basic special attacks. I'm still missing a fair bit of sound effects and particle effects, but I added in the base ones needed to just tell what the boss is doing. I tried to keep the GUI near the player. So invincibility is an effect around the player/boss. Weapon swaps can be seen above the player's head. Only the HP is shown in the right corner. Fixed a bunch of annoying bugs, still have a few minor ones. Added in a new attack for Sera that hopefully challenges players in dodging. Still have one more attack I want to implement for Sera then I think the prototype boss fight design is set and I just need to polish. The die state is in for the player and the dialogue can now have effects on the environment. I was going to switch to a plugin but given that i'm already having some issues with the scatter plugin I'd rather use my own solution for now. I think I'll probably rework my dialo...
I haven't been updating frequently but I have been making a lot of progress. Sera has a new set of animations that is easier for the player to track and time because they're much slower. Some more additions (and countless bug fixes) have been made to the ally system and I think it's almost done. Sera can now interact with objects if they're selected and can open doors - but not close them (this may change later). Since Sera moves much faster than Lea this can be used to the player's advantage. If either character dies it's a game over. Once again, one button for all Sera interactions. I hope that this'll make things easy to control. Its easier to aim with Lea now with accurate visual indicators of whether you've correctly aimed at an enemy or not. I'm still debating if an aim state is even necessary. In general, Lea's going to be slower and have much less health while Sera will be tanky and fast. But Lea will be the only one to have ranged and e...
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