Shooter game of some kind banner

Shooter game of some kind

7 devlogs
10h 5m 2s

An (online?) shooter game which will hopefully have some cool momentum and stuff.

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Seven

A long time spent trying to fix the previously mentioned vector math. The issue was trying to get the end of a raycast even when it’s not hitting anything. After trying and failing to do it dynamically using the raycast’s target and transforms, I just gave up and put a marker3d at the end of the ray. I get the marker’s position, and thats the end of the ray. The video below is of the problem, where the ray doesn’t quite line up with where I am looking. The little red flares are where the math said I was looking.

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Seven

Got the railgun’s beam almost completely done. When shooting at a solid object, it appropriately goes from your camera to the point. When you point up, away from solid objects, it somehow gets harder. You’d think that I could just get the length of the raycast I’m using, and get a point that far away in the direction the player is looking, and draw the beam to that spot. I tried that. It doesn’t work. I don’t know why, but for some reason part of the spawning process that spawns it at the midpoint is breaking. I think it’s related to me getting that point. I’m not sure. The amount of time I have spent on this one tiny function is unreasonable. its probably half of the time for this log

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Seven

I made a cool looking railgun effect that emits light. Admittedly, I did have to use AI to help with the light placement and shaders. I have no idea how shaders work. Next step is getting it to line up with the player as they shoot it.

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Seven

I got some material development done, and started on the shooting mechanics. I’m not really finalizing any sort of art style, partly because I suck at that. I did play around with some global illumination, but I can’t figure out how to make it work with dynamic objects. I configure the VoxelGI correctly according to the docs, but it doesn’t work. I also discovered a bug in my implementation of bunny hopping, where you can get ridiculous velocities. (see the video)

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Seven

Got the motion system pretty close to a finished state. The actual values of speed, jump, and gravity will probably change, but I have a movement system I’m happy with. As seen in the video, when in the air, the player has momentum, but has some control over it.
Also I discovered that for some reason, the Wakatime extension for Godot on my laptop doesn’t work properly, so I’m missing like an hour. Thats probably my fault for configuring it wrong tho.

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Seven

Sad movement things. I am having an issue where the player’s movement speed is directly tied to the speed they move at while pressing the keys. This is good for most games, but I want to make it so that the speed can be higher than the regular speed. This is kind of annoying to implement, because of the way Godot has you do local motion. In the third video, you can see the problem, where I increase and decrease the movement speed, and the player slows down with the movement speed. In the other two, you can see my failed attempts at fixing the problem. Also happy new year!

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Seven

Just project and basic setup. Got a player with half done movement code. Its pretty bad, and i’m going to rewrite a bunch of it, but it exists. Also got some nice dev textures from kenney.nl

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