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(+1)

Awh thank you ! All the Faces, 3D Models and 3D Animations were made by darkbean, we absoltely would have loved to be able to find the time to do some Sound Design, unfortunately, we got a bit starved on time and IRL responsibilities, so we focused on the core loop first !

So the Jumbotron is actually a "pretty simple" setup:

  1. We have the Camera: where we use a SubViewport Node which I add a Child Camera3D to, so it auto-renders the Camera's output to the SubViewport
  2. We have the Screen: where we use a MeshInstance3D Node using the default Godot Quad Mesh to make a flat surface, and we set the Surface Material > Albedo > Texture to SubViewport Type, and give it the SubViewport we just created above

So that's really it for the core setup, then all the transitions and changes are managed by a RaceCameraDirector, which does all the decision making with timers, and rules, and signals to decide in what state the Camera should be, a simple Array[Node3D] containes the positions the Camera should have for each state, like OverHead rotating 360 above the entire game field, or the Racer Cameras, which are Node3D's on the Snails themselves it follows etc...