Game
Tsalagi

11 months ago

Did some rough level work in the cave system. Got the long tunnel, and this one is the first puzzle place (if anyone is familiar with the four stairs/doors puzzle in Paper Mario 2, this is going to be very similar).


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



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