I just started development on my new game, Lunamarine II!
After the release of Lunamarine 1 in a barely good enough state, I intend to focus on using good programming practices to make this new game easier to work on, and have less technical debt in general. I also intend to design mechanics that will make level design easier, so it will be a much more conventional FPS.
A major aspect of these changes is using inheritance where possible. In Lunamarine 1, every enemy was mostly bespoke, as was the player, with any shared code duplicated. With my recent discovery of scene inheritance in the Godot Engine (thanks Godot devs), and with this not being a school project with a tight deadline, I can change this.
So far, I've been working on implementing basic movement and player input, with a very different approach than the first game. Ground movement now is pretty snappy, with extremely high acceleration but also very high friction, and air movement is much more controllable since I've implemented a primitive version of airstrafing after a youtube video thumbnail reminded me of it's existence. The airstrafing will likely require more tweaking to get just right, but it already makes the air movement feel better to me.
I've also begun design on the main character's power armor, as I hate only working on code for ages. I'm taking a lot of inspiration from the Hardiman Project and the Gundam franchise, along with late medieval/early renaissance armor. My main goals for this design is for it to make mechanical sense, and to cover as much of the character's body as I can with hard armor, instead of Kevlar cloth. The arms look unusually long because the character's hands and the armor's hands are not in the same place, like in the Hardiman project.