For whatever reason, Navigation is just plain broke in Godot, or else I'm missing something huge I got the follower fixed and working. When I load up initially, everything works (in that department). Follower follows, jumps, does its special action. As soon as I change maps, the NavigationArea3D breaks. Even if I go back to the same first map that was working, now it doesn't work. I don't understand. I don't. I'm honestly kind of considering it a backburner thing for the moment so I can get other things done, like level design.
Also did some refactoring and have managed to delete hundreds of lines of unnecessary code Now the sun/moon function is all neatly self-contained, and scene/level transitions are beautifully modular, point and set. I also had an epiphany over dinner about how I could make spawning modular as well I'm thinking it will have to be an exported dictionary of possible spawn points. The most common setup is simple left/right, but some places have back/front, or, as the picture proves, multiple to a side. If I can do an export dictionary and tailor it per scene, then I can use the general location as the key, then the specific spawn positions as the values
Also having to repolish the battle maps. I used a state machine on it to keep track of turns and whatnot, but when I redid the state machines, it kind of broke. Mostly it's just making sure all the new names are spelled correctly
0 comments