So it's been a painful week. I had to fix physics-related bugs that at first didn't realize were physics based.
I'm using Godot 3.5 and its physics can sometimes be unpredictable. Not to the point where it completely ruins everything, but it can get annoying to notice inconsistencies that just change things slightly.
I understand that Godot 4 fixes all this.
But Im not going to switch to it just yet. I actually tried. And found that it was buggy (no pun intended). The editor interface would not be responsive in some cases. The 3d viewport was also buggy for me. I think it's cause I'm on an Intel Graphics card. I don't know.
I'm perfectly fine with 3.5 for now. It's really grown on me :)
Okay, I updated the levels. In the video, you will notice that the "blocks" or areas are a lot smaller than in previous videos. I realized that the levels were way too big and it wasn't like I was planning to populate them with anything significant.
This greatly improved the pacing of the game. It also gave me the opportunity to fine-tune my level designing process. So subsequent levels won't be so difficult to put together.
I added an alt-weapon feature. Left-click for the main weapons you pick up and right-click for a swappable alt weapon. Like perks and weapons, it too will be upgradeable. And I'm thinking about having it so that you can select an alt-weapon to start with during your run and you could of course change it later in the game if want to. So you probably unlock them or something.
The one being showcased causes a "stunned" status effect. Which slows your movement down. There are 2 other status effects I haven't showcased yet but they won't just apply to enemies, but to the player as well.
The alt weapons don't run out of ammo but have a cool-down system. So you get to use it however many times its current level allows you to use it, then it begins to reload. Of course, there will be perks that sort of enhance this alt-weapon and whatnot.
Lastly, in my previous post, I asked what that contraption was. Turns out it's a device when activated, starts reading a portal to the level's boss room.
Just to spill the beans a little, stages may get bigger than most people would care to explore, so the moment you find this contraption (hopefully before you discover all rooms), you will be able to activate the portal that will take you to the boss room.
Well.. that's about it. Things are moving faster now. A lot of the core functionality is already working. thats great I think.
2 comments