My first 3d game, learning on the way while making, made in Godot 4.6
My first 3d game, learning on the way while making, made in Godot 4.6
Ok so today was a big day and like a setter day of what I should do. I did my first ship, and I am not mad with it, 15x multiplier. Anyways today I added the timer system to my game. So what happens, for example I will talk about the first mini-game, so the code will not be visible and a 3 second timer will start and then it will become visible and there will be a timer at the top seeing how fast the user completes the puzzle, based on how fast they complete it they will get coins. 15 seconds or under they will get 5 coins, 30 seconds or under, 3, under 60 seconds 2 coins, otherwise just one, and at the end it will tell you like how many coins you got. I am planning to add one or 2 more scenes, since I have 4 days to make this game great. I think for the code ones, I will make it harder to find the code, and the obby would be a bit easier. So that is basically the same for all minigames (the timer system). I will make it look nicer, but I still have a confusion on what I should do for the other scenes, but currently tomorow I am going to go do a show and tell. I think some good features I might want to add are
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Well hello guys, first devlog since the ship and I have tested many things and made some major updates and changes. First things first, I switched from a HTML5 (browser) game to a downloadable game, for now it is just Windows, but soon I will make it accessible for all devices. I think that todays was like a motivator day, as I added sound effects, and one vote said that I should make random levels, and I might do that, where it is random, but I think that would be too much work. As shown in the image I have added coins, if you pick them up they play audio and they add too your collection. This is just one way to get coins, the other way is by timer system (how fast you complete an puzzle). I have not created that but I shall start that soon.
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Hello Everyone, I build a 3D game in Godot Version 4.6, I made many fun games such as puzzles, movement games, and number games. I think this game is really fun as it is a strategic game that features number pads, codes, and obby’s. This is my first 3D game, and I have spent alot of time on it, I plan to do more fixes, but after you guys some suggestions I can use that for the second version of this game, I really recomend reading the instructions and description as they are vital to playing the game. Anyways I hope you guys enjoy it, as this is a PC game (keyboard and mouse needed), maybe I can make it accessible for mobile users but for now this is what we got!
Hey guys, I thought the lock in sidequest, the deadline for ten hours was tomorrow… and welp it is today 😭 and I only have 7 hours. The instructions were not clear for the first week so I was a bit confused. Anyways next week I have to do 3.2 extra hors so in total I will have to have 13.2. hours. Anyways today I added background music, home screen, made the obby scene look more dramatic, and plan for the next ship. The next ship should have like 20 hours in it, and some key features it will have are
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Hey guys! Guess what, I got 4 hours today, I don’t know if you guys think that is alot or a little, but since the lock-in side quest week one ends in 2 days, I got alot of time today. I will be able to only do like 2 hours tomorrow since I have a test and have to study, but I think I am on a good track and if I spend a whole week I could get closer to 30 hours done if I tried a lot. Currently I have fixed many bugs, but in the span of 2 days I have alot to do, which I will tell you guys. Currently what I did in the past 2 hours was
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I am getting back to doing my project because mainly of the lock in sidequest (it has motivated me alot) so now I have to ship this projet tomorow, and I still need 7 more hours 😭. I will try to do 4 tomorow and 3 today, but now let me talk about my project. So first I fixed the barrel scene, so what happened was when you pushed the barrel it moved so fast, and the pressure plate was not accurate, now I changed the speed in my prototype player direction * 1 I am multiplying by 1 instead of 5 (gravity, this moved it too much). Then I fixed bugs in my game, obviously not all of it since I still am not done with this. I fixed the bug that once the instructions are done, you can go back and see them again (because some people need to read longer), and I am currently making it so users can go to the zombie npc and it will give them instructions for the current scene they are in. Currently I am making the obby and it has some good key features such as
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Hey guys I have done so much, as yall already know I finished the torch scene, and now I have started the next scene, I will see how many scenes I do in 4 weeks (probably 3), and after I finish those scenes I will work on bugs and fix the game more, but for now I have finished the logic for the pressure plate scene. So far what happens is you enter the room and there will be barrels and you will have to put the barrels on the pressure plate or yourself, after you do all three something will happen (I am still thinking) and you go onto the next scene, I have no clue what I would do for the next scene but currently I am using .get_surface_override_material(0).albedo_color to change the color of the pressure plate, because if the pressure plate moves then the item moves again retriggering the pressure plate so on, so I have descided to make it just the color that changes. Any suggestions on scenes would help, but I have already descided the last scene, so far user would enter it and find gold, but the mage will come and stop but the zombie (still thinking) will protect the user, saying about their hardwork and dedication, stopping the mage.
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Today was a big day for the game, I got a lot done and also figured out the direction I want to take things!
So I finished the second puzzle (torch one), and it was a lot of work but I am happy with how it turned out. The idea is simple, there are 4 torches in a dark room and you have to light them in the correct order, the order is shown on a wall so the player has to find it first. If you get it wrong, all the torches reset and you get teleported back, which I think is a cool punishment.
I also fixed a bunch of bugs today, mainly with the interact system and the Global.can_torch variable not resetting properly, but after some debugging it is all working now!
For the NPC, the zombie is fully set up with an idle animation and a floating name label, and I got the E interact prompt working so it shows up when you get close. The animation was honestly the hardest part since the mesh and animation are in separate GLB files, but I figured it out, I tried to get some other assets but I could not figure out how so I just let it be. I am still a bit unsure about the third puzzle, I do not want to do another code based puzzle so I am thinking something more physical, maybe pushing boxes onto pressure plates. If you guys have any suggestions I would love to hear them, mainly puzzle ideas!
As for the endgame, the skull mage is going to play a role at the end, and the zombie NPC is going to help the player somehow. Still working out the details but I think it is going to be a cool ending.
See you in the next one!
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I have had a change of plans for the first puzzle, instead of finding torches and placing them in the area, you will have to find the keycode (randomly generated around the map) and type it in the keycode, and since this is my first time with 3D, I am still understanding about the cursor, but currently when the code panel opens I put Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) this makes the cursor visable so the user can click the code in, but I think if I want to become more advanced in the end I will also make it so the user can type it with their keyboard. For the other puzzles I feel like I will stick with the matching game, but I may do the buttons. I have thought about the end yet, and there is this** skull person asset**, and I think at the end when the player is going to claim their gold, (this will finish up the game) the skull dude or I will call the skull mage, he will try to block the player from collecting the gold, but then the zombie is going to do something, or the player is going to show that he has the key and the mage will step aside, and I think I will stick to the user will get amount of gold based on time on each puzzle. Then in the end it will be calculated, and user will be taken to screen that shows how fast they beat game, and how much gold they got, this will be like the screen shot screen. I still am a bit confused about the 3rd puzzle, but I may look back at my past puzzles, or other puzzles from different games, or I can ask around. If you guys have any suggestions I would use it, mainly puzzle ideas then it would be easier to know what I am doing, see you later guys!
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Hey guys, I didn’t do much today but I came up with some ideas and started crucial features for my game. I finished the NPC and now I think I will be done with him for a while and if I want to update my game and make it really good I will come back to him and make some crazy updates. But today some features I added were
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I have gotten more comfortable with 3D, and have even included cool things, not this time, but next devlog, after I get this one bug worked out you guys can see. So I have been trying to make this character show idle animations, but it is not, I even moved the mesh, but I do not know how to get it running, it is very annoying and I have been bothered by it. But on the contrary one good thing is that I made my first 3d animation. So before when you joined game, you are in blank room and you just walk through door, it does not open for you or anything. But now I made it so you can not walk through door if it is closed, as there is collision shape there, so if you want to walk, I think later on I will make as press E, for toggling door opened. I think in this game it will be like one of those games where you do tasks and get coins, but for the tasks I think there will be puzzles, and this could be a fun game. Now after doing the text, I understand more the crossover between the 2D into the 3D. I can set up the 2d in the 2d screen, and then it will just show on top of the 3d, as the 3d is the actual game and the 2d can not change. I am comfortable with making the text, for the character, like dialogue, but I think I can get much more accomplished once this idle animation is done (so it is visually appealing, I guess you guys like that alot). But anyways, I was thinking about puzzles between rooms, even you have to remember stuff. But now after doing this I understand how games like roblox, or fortnite are made. How they have those shop screens, on top of the game the 3d. This has increased my knowledge on making games helping me become more understanding with the process of making the games. Anyways I hope next time I devlog there has been some great progress, bye!
I finally made the design, from the last devlog, you guys can see that I made a simple design, added the character, and what a pillar would look like. Now I made a new scene for not just the walls and buildings but also the props starting with static body, and then putting the item in it like the building, or the items, then I add a collision body so that user can not walk through and feels like and actual item. In the image attached bellow there are torches and in the torches I added omni light, it is like a light that you can set the radius to so it illuminates however far, I believe this is how people make the lights in 3d games, they use spotlights instead, which sound like what you think, spot lights. Since I am new to 3D games, I want to see how everything works what I can do, since I do not know what anything does so I can not really do much, and am using a tutorial to find how to use the items.
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So I am very used to making 2D games, and I thought, for my next project “I should make a 3D game” and here I am learning a how to make this 3D game. So like the 2D games it is much harder to make the assets, so currently I am using pre-made ones, later on when I am more comfortable, I can switch to making my own (as I ordered a drawing tablet from FT shop). I am hoping that this project is good, and helps me make a game that I will be very proud of. Currently I have made the layout with the white walls as you can see, and then I am manually setting collision shapes and static bodies for each of the items, and making them as new scenes, so my character (i am still learning how it will work) can not walk through them. As I need to understand how the character code works (I did not make it) I am learning from videos, and have just started. Anyways I hope to take this project places and am now done devloging for the day!
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