Activity

Ehab

Welcome to the BETA version of Defeat The Drones. This is a prototype game, so please factor that into your rating. This is a metroidvania-style platformer shooter where you play as a soldier stranded in a post apocalyptic world where mysterious mechanical drones are programmed to hunt and kill anything that moves and may threaten to restore the world back in order.
The complete game will be built after this with more features and expansions you can read about in the Github README.

So far, I’ve completed player movement, player animations [torso moves in proper direction and the upperbody follows the mouse cursor] and projectile shooting [though may need some adjustments]. I am now working on the map and drone enemies.

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Ehab

Shipped this project!

Hours: 6.29
Cookies: 🍪 126
Multiplier: 20.05 cookies/hr

I built a frogger-style game which taught me a lot about Godot. It was a great introduction to various mechanics and an overall productive experience! I’ll try recreating this in the future with more stuff and design!

Ehab

I RETURN!!!!!!!!!!!!!!!!
to complete this game cuz i just remembered about flavortown after campfire and other godot thingies. I added sound, text, more items and expanded the map. I also fixed some bugs which caused some issues. Overall I think my work on this game is done as I will be moving onto other projects. I may or may not be adding a coin feature (probably not) but I can see that being a mechanic. I learnt alot from this project tho i could’ve done stuff alot faster.

Next game: 2D Platformer Shooter NOICE

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Ehab

Devlog #3

I fixed collisions and added a whole lot of elements onto the map. It was a tiring process and took much longer than I thought. If anyone here can give some advice on how to efficiently add so many nodes on the game scene please let me know. For the ones I had to use many times, I created a scene and then connected it to the main scene, while the ones I had to use 1-2 times: I simply added it onto the game scene. But…
after ALL that work I made a mistake (kind of). I added the StaticBody2Ds as a child of the Sprite2Ds, it was supposed to be the opposite. So far, it works fine but won’t repeat that mistake again.

(I will add a handful more elements and fix some of their locations later. I’ve already spent way too much time 😭)

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Ehab

I missed a development day but this is Dev Log #2
I added cars, a rather important feature in a game about dodging cars. Simply put, you need to make the car go left, and add Markers in the edges of the map which is where they will spawn. With some GDScript magic, cars will go left if they spawn right and right if they spawn left. I’ve also noted that print() statements are highly efficient in checking whether gameplay mechanics work (Does a collision register if I go inside this car? Wish I’d have some more examples but the best cases are for collisions so far!)

Masks and layers are also really important. Simple but will take some time to get used to. Everything collides like a charm and before signing off I added delta to the player movement for potato PCS to handle the insane FPS.

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Comments

chefpenguino
chefpenguino 3 months ago

i love the sprites, they look v nice :)

Ehab

I uploaded this project a bit late. But here’s the plan: A frogger-type game with some extra mechanics. So far I have added the map (and map borders), collisions, a working camera to follow the player and scripted player movement and animations. There were some bugs with the hackatime which took quite some time to fix (so it shows 37 minutes but really this took an hour). Progress is good and I’m learning alot 😁

Minor bug: There’s a bit of the v̵̘͈̭̉̏͆̆ȏ̴͇̯͉̃̆ȉ̴̦̝͖͝d̵̢̓̄͐̋̀̚͠ which can be seen in the bottom of the map which I’m working on fixing. I basically have to limit the camera at that point.

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