Salutations fellow enthusiasts (◕‿◕)つ
Because the game is in a workable state
and I hit a milestone with my "Concurrent State machine" / "Tag based state system"
and movement is smooth (not complete but smooth)
I have updated my game. HUZZAH!
3 Major things I worked on in this game recently (past few months) is
Player Character States (Currently working)
Enemy Fighting Logic (Still WIP)
Moon Jump mechanic (Still WIP)
I've been working this year on my project a lot and
Its been a long unapologetic grind, and I'm not even halfway done with what
I set out to do, I actually got sidetracked with the Tag State system, since
that wasn't actually on my original to-do list. but I hope I'm able to move
forward with greater velocity from here.
but anyway, the Moon jumping mechanic should be my next big focus, along with
Enemy fighting logic. The walking down slopes may slot in arbitrarily somewhere
along the line.
New:
Added new tag based state system
Explanatory Video: https://youtu.be/we6dBRmIjpg
Added a bunch of display elements for Debugging purposes.
Added extra documentation (in git repo)
Improved:
Movement code
Broken:
Attacking code is added, but also broken
Enemy fighting logic is added, and is also broken
Levels besides main menu and first level
Jumping
Comment on Focus points:
Tilemaps & Collision:
Seemingly the simplest of the bunch, just followed the tutorials and its
working out nicely
Pixel perfect collision:
I'm opting not to focus on this in favour of using Godot's built-in
collision system
Slopes:
Currently able to walk smoothly up slopes
Moving Down slopes is coming soon.
In the Git repo you're able to find the relevant code under plc_movement.gd
A cool jump mechanic I’ve been working on:
Currently not implemented yet. Still doing research and figuring out a
system that works.
My own interpretation of a state machine:
This is a new focus point I added. Currently working (I hope) and that's a major milestone and the reason for my update.
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