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wyrmwiz

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A member registered Aug 15, 2023

Recent community posts

Got it. I cannot talk to you this weekend but expect me to reach out next week or so. I am very excited to talk to you and show you what I've been working on but it's just a bit of awkward timing because of the end of the year chaos. 

First of all, I got to say I really liked your game. There is another rocket jumping game that some guy is making in Unity that I am following so hopefully that will go somewhere...

I would be really glad to see your code and maybe I can give you a sneak peak as to what I already have because since I've originally posted here I've made a ton of progress but I wasn't going to show it until later when it was really refined to my liking. 

As for the Godot thing, it does suck that your project broke and I might heed your advice and transfer the project to an LTC version of Godot so that it can last but it might be too late for that or maybe it's still possible, who knows...? To hear you actually went ahead and programmed your own mini-engine is fascinating and sounds really difficult to make sure everything in the 3D world works.

One problem though is that I don't use Discord for personal reasons so it will have to be somewhere else. I have a Revolt (Discord-like) but if maybe we can talk here or find some other platform.

I hope I am not late in replying to this but anything helps.

There is a glitch that ruined my run because I accidentally placed my idol out of bounds. You should add a clamp (or whatever it is called in Unity) to make it so you cannot go on the grass area because it makes it so that you cannot place any more idols.

Okay, got it. I'll make sure I get that settled before I upload the files.

Yes, I am aware that the project has to be open sourced. When I upload whatever updates I want to the game it will be the "official" build and people can make other versions of it if they want or play old ones. I'm adding extra comments if people want to look through the scripts and want to know how it's setup, or to correct it if it's jank and there's a better way of writing it.

I assume I copy the contents of the license I want and paste it into my gamefiles? It seems kind of weird because I would have expected it to have extra steps. I'm already trying to make sure my game doesn't have any left-over copyrighted content. For example, if a song is royalty-free and I credit it, I should be fine right? Stuff like the fonts are not mine. I don't think it will be a huge problem since most of my assets are my own.

Thanks! 

I'll probably use the flat-style texturing for the items because I really don't like texturing them, everything else is nice because they're nice shapes but when it comes to the items they have a bit more complexity.  The art-style right now is "Quake-Roblox-Minecraft" and I'm not sure what I exactly want it to look like but I knew for sure that I wanted things to be bright and to stand out with clarity, gameplay first.

After I get (most) of the weapons done, I will refine some of the movement mechanics and then start working on map elements. I will probably get it on the jam in a few days or I might wait until I get the first map made (right now only the dev-room works). I still need to look into what the licensing does and what I need to do for it.

I was planning on semi-annual or annual progress reports or just to continue streaming me working on it on my Kick, because it is really fun and gratifying: https://kick.com/seachrome




(5 edits)

I saw that nobody else was really posting in this jam so I took it upon myself to show what I have been working on for while.
It is nowhere near being complete (I lost a ton of progress when moving over from my version of Godot to Godot on Steam) but I wanted to write this post to show what I already have and maybe intrigue some people into joining my project. So this is a showcase and a help wanted post.

As the title says, the name of the project is "DURIAN" (or DURIAN Project). It is it's own standalone project as well as a base for anyone that wants to modify it. I have already made three "original" classes for the game and I am currently working on the weapon system. This is a huge undertaking for someone who has never coded but being 1/5 of the way through with the jam I think I have made more progress than I thought. So I'll go ahead and show anyone who is curious of what I have been making.

Classes: When naming the classes I went with an aviation theme. They have special utilities (not shown here) that will allow them to navigate around the world much easier. I wanted every single class to have some sort of interesting movement tech.
Jockey

 Jockey's design is based off of a jet fighter. The playstyle is planned to be combat centric, with Jockey being a mid-weight class with average speed and health. Jockey's utility will be a personal, portable teleporter that can be placed around the map with a single use after being teleported to.

Eagle

Eagle's design is cyborg super-soldier. The playstyle is planned to be objective centric, with Eagle being a heavy-weight class with low speed but high health. Eagle's utility will be a "Talon" or a grappling-hook to scale obstacles and accelerate beyond their slow base speed.

Pilot


Pilot's inspiration is pretty obvious. The playstyle is planned to be map centric, with Pilot being a light-weight class with high speed and low health. Pilot has the most free mobility, having a jetpack to fly around.

There will probably eventually be more classes to mirror Team Fortress counterparts but for now I want to keep it simple and only focus on these three.

Weapons: Apart of class specific weapons, there are plans for at least 10 base weapons anyone editing the project can use and they go as follows:
Silenced Pistol (Hitscan)
Shotgun (Burst Hitscan)
Nailgun (Arc Projectile)
Sniper Rifle (Straight Projectile)
Minigun (Rapid Burst Hitscan)
Lightning Gun (Rapid Histcan)
Rocket Launcher (Explosive Straight Projectile)
Flamethrower/Flare Gun (Flamable Projectile)
Grenade Launcher (Explosive Arc Projectile)
A secret super weapon...

Here are some examples of how the weapons function and the game works: (Keep in mind that there are not many sounds yet)

If you have read this post please respond with any questions, thoughts, or comments you might have. If you wish to contribute, please contact me either in this thread or at seachromedev@proton.me

I am in need of Sound Designers and people who are good at texturing.

So I figured it out and it kind of happened in an instant of mad science magic so I don't know how to properly document it so I'll write my thoughts down as quickly as possible.
It was honestly dumb luck that I started multiplying and dividing things and I made this new variable called "move_multiplier" which I divided by the equation used to calculate velocity:

velocity = velocity.linear_interpolate(direction * speed, accel * delta * move_multiplier) / 1.0025

The "1.0025" is what I like to call, "the slog constant" or basically how dampened the movement is for the player. If divided by a small number under 1, it will accelerate the player in a way I do not like while they are in motion. If they are in motion though, this constant makes it so that they will start moving and then reach a max and then stop. I decided to add the move_multiplier first as a way to slow the player when they stopped moving as you suggested but then I gave it a less than 1 value and saw that it added what I can only describe as a "slippery factor" where they would glide off of surfaces and then stop. The movement was a bit too tight than I would have liked it to be and there was no momentum so I thought this was a cool addition. The problem was that this was only affective on floors so what I did was make another variable (which I already had for other reasons but decided to repurpose) called IsAirborne. IsAirborne is a boolean that uses is_on_floor as it's indicator. So what I did was this:

(This is in the _physics_process(delta) function by the way)

if IsAirborne == true:

move_multiplier -= delta

move_multiplier = clamp(move_multiplier, .05 ,.8)


if IsAirborne == false:

move_multiplier += delta

move_multiplier = clamp(move_multiplier, .05 ,.8)

Delta basically keeps account the time passed since the condition is met so the more a player is airborne they will experience a clamp (min and max range) that reduces the value move_multiplier (where small values make the movement more slippery) and in reverse, if the player was not airborne, they would experience less slippery, more grounded movement. I like to think about these values as the "grounded range" that controls how tight the movement is, where move_multiplier is made to go toward .05 (very slippery) when airborne and then on the ground will go to .8 (very tight but some slip for general movement consistency).

I probably inadvertently recreated something someone else already did and it broke part of my auto-bhop functionality but I'll plan to see if I can fix it somehow but right now I'm satisfied I concocted this weird but workable movement system.

I'll go more in depth if you want but I already rambled a lot and I frankly don't know how I even figured it out.

I've gotten a significant way on working on what is essentially a simplified, TF2 clone that will probably be more explained at a later time but right now I've gotten into a bit of trouble figuring out how to get buttery acceleration and deceleration since I made a different type of character controller than the ones provided in this jam but it should work fine for what I am trying to go for. The explosion blast knockback is too choppy for my liking and is pretty inconsistent. The blast jumps technically "work" but you aren't able to really replicate them or chain them which is something I definitely want for my game. I used some code from looking at what other rocket jump game's people have made in Godot and here's what my code looks like: 

--------------------------------------------------------------------------------------------

func _on_Area_body_entered(body):

var vector = body.global_transform.origin - global_transform.origin

var direction = vector.normalized()

var distance_squared = vector.length_squared()

var speed = 100

var velocity = direction * speed/distance_squared

var damage = 50

if body is Player:

body.velocity += velocity

body.health -= damage

--------------------------------------------------------------------------------------------

So what this basically does is launch the player's collision away from the collision of the explosion radius but it's not always as strong as it should and sometimes it's too weak or it doesn't even go in the right direction. I could probably write this off as finnicky accuracies and Godot's collision quirks, but what happens is a immediately burst of speed into a direction but there's no smooth slowing down gradually that is the problem. There's this game called "Neon Utopia" that replicates rocket jumping well enough but I don't have the ability to see how it's done and the project hasn't been updated in a while. Anyone working on a game that has figured this out?