Some notes for myself: (accidentally wrote a dev log)
1. This game is made alongside 1 week Godot learning from GDQuest 3D first-person game tutorial. Originally I was going to use Unreal Engine 5 (which I already learnt for a month) but the minimal export size is 600MB+, which is horrible however you put it.
2. I wasted 2 days figuring out what form the game is going to take, this is in fact the third idea, the first two are even more unachievable: first is to reproduce a working man's PDCA loop narrative-driven, second is to hunt animals by going around 3 islands but each loop the task becomes more insane/inhumane (coining the working man reality). OK enough of self-pity.
3. During making of the game, I specifically didn't intend to finish the game if the controls feel janky, so I spent hours refining the gun feel and movement physics, also added a FPS and TPS switch (which is something I always wanted to do). What I learned are:
(1) Just like any well-packaged game engine, there are rules and limits. For example, the movement in basic terms is just directions plus velocity, but I want it to have decceleration for inertia feel (IMO helps immersion). What I found is that multiply works very well but add/subtract always overshoot and unable to stop, also when the value is very low it automatically set to 0. (Sure I will check if there are solutions available or if I am just doing it wrong)
(2) Camera transitioning is done by simply disable and enable different camera instances, which is far worse than Unity's larp function (Smooth AF). Of course in theory a third camera can be added to do the transition animation, but I haven't found online free offering for such yet.
(3) Godot can be daunting for big dreams, because first it does not have a lot of built-in features (you need to implement a lot by yourself), secondly (and this is not Godot's fault) but the Unity and Unreal assets stores give much more pain-relief to beginners. One may hate the monopoly and commercial captilism surrounding these stores, but at the end of the day the industry machine doesn't favor the weak very often. That's why indies are indies. Creative Commons is already such a huge step for individual creators, and here's to hoping it grows continously! (and not get demolished by AI craps)