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(+1)

No problem i really did ^^

Yeah i can totally see the Delta force inspi, i guess i just thought of IGI more cause that’s what i had in mind in terms of mission based levels with biiiig environments.

I get you on that front, and mech games really are a good excuse to do so XD you can never have enough Akimbo weapons in games that’s for sure.

Thanks for the info on how you did this, i’m starting to ask around fellow godot devs cause i haven’t seen much good tutorial resources on level design specifically, and even more so on what would be good practice on how to have big levels that don’t destroy performance / glitch out the navmesh generation of the engine. Though i gotta say i want to try and avoid relying on plugins if i can but if that’s one of the only way i guess i’ll have to try cause being able to manually draw the navmesh sounds quite nice for what i need :)

I think you made the right choice having one big level instead of trying to make multiple less polished levels, like i said having that even gave your entry the feel of being a demo for the full game !

I think i did but usually when you click again you can have the focus be grabbed again, and the rotation normally works even when focus gets lost here it’s like of the web version didn’t recognize the mouse movement at all so i’m not sure what the issue could be here sorry :(