Changed the banking stuff so it uses torque. Makes it look 10 times smoother (I’m tired so not a lot of yapping today). Attached videos of the before and after.
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Changed the banking stuff so it uses torque. Makes it look 10 times smoother (I’m tired so not a lot of yapping today). Attached videos of the before and after.
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Worked on the model for the main settlement (added a train and a giant apartment), fixed a few bugs and got my friend to try and break it (he managed to and now I’m stuck fixing more stuff 💔). Anyways, I also started working on the grappling hook (literally just created the script for it).
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I worked on the preview stuff to see the airship in the hangar and in the docks. It was a bit difficult to get the instancing things working (I will NOT use viewports) but it all came together in the end. I’ll change the default camera angles for the airships so they don’t look ugly like they are right now. I’ll also mess with the lighting inside the black sphere of doom and despair to make the airships look gud.
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Back once again after getting the dock preview system working (for the most part, the airship isn’t displaying itself in the preview so it’s aight). This thing is going to dwarf my player script with how much stuff im adding to the hangar_ui script lmao. I’ll probably finish the preview system (i probably wont) and then I’ll work on a save system to stop having to buy a new airship every time I test the game (no, I am not just adding the airship to the owned_airships array because that’s too convenient).
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The shop and hangar are fully done now. They work as intended! Now I just need to get the motivation to work on the dock spawning system… anyways, I’m proud of my current result (the spawning will be part of the dock spawning system duh, so it won’t be spawning on top of the player, that was just to show that it works).
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The shop is now interactable, meaning you can open it by interacting with it (pressing E), which brings up a menu for it. It allows you to buy airships as long as you have money and haven’t bought it. Thought it was going to be pretty quick but oh boy how was I wrong lol. I’ll add an exit button soon and maybe add a viewport thingmabob to see the airships as well as start working on the airship spawning system.
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Started working on the airship shop and holy DAMN. The UI is still not done and I’d like some feedback on how i could make it juicier (responsive and how fun it is to interact with it). The buttons are at least dynamic, meaning that any airship details I include in the array will become an airship button.
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Yay! I just experienced the most boring part of game development which is drum roll please…. DEBUGGING!!! 1 hour spent fixing bugs, rewriting my code to be more readable and testing it. It’s working better now and the weight is actually affecting the airship now. I should probably change the weight system so I only need to change the mass instead of the weight variable…
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Got the label with the money to work. Had to use a SignalBus for it and it was honestly way easier than I expected! Well… mostly as you can see in the last 2 pictures below. Anyways, you can’t buy packages if you don’t have money of course, and the multipliers for the packages work perfectly.
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Worked on a “simple” buying and selling system. You can buy packages (no price yet, still have to add the moneh and stuff) and sell them in a platform (selling them 1 by 1 would be a PAIN). When selling said items they have custom values for each selling point (each selling point has their own multipliers for all package types) and the money you get from it gets added to your wallet (still no label to show it).
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So, after moments of desperation, tears, happiness, frustration and documentation reading, i actually managed to make a smooth grabbing system that lets objects collide with each others while preventing collisions with the player itself (to prevent funny bugs like the player getting flung to the moon). When I finished it I also realized I wanted to make so you could grab with two hands so I completely scrapped it (this is torture please send help) and made another system for that, which is what I currently have.
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This is my first game ever to be published! I was made it for Hackclub Campfire but decided to work on it afterwards. Hardest part was definitely coming up with an idea that could be done in half a day AND that was easy to expand on later on.
rocks blocking the interior of the cave, monster moving faster, slower player, more spooky sound effects and fixed some bugs
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Added a sit and stand up mechanic that allows you to pilot the airship and to stop.
Changed the controls so the airship still moves forward when you stop piloting it but stops turning
Other slight improvements
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Added a player character with basic functionality, gave the airship collisions and I am in the process of creating a piloting system where the player has to sit on a pilot seat to control the airship.
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got finished faster than I expected lol