Devlog #4?
3 big things this time, physics blocks, destructive blocks, and stamina upgrades.
Physics!:
-just a block but it’s a “rigid body”, so Godot gives it physics.
-It uses some “borrowed code” to detect if the player is colliding with something and then add the players velocity to it.*
-I had to change the hitbox of the floor to be a collision polygon, instead of one per block, which made the pushing kind of shotty.**
Destruction!:
-Really simple… just an enemy that can’t move or fight back. I added an animation so you can tell it’s getting hit but that’s the most complicated it got.
Stamina! (it’s better):
-I added 3 major things, though 2 of them are pretty small. First, I added a bar, Godot has a built-in progress bar node, so I just mapped the value from 0 - 10, and used the stamina value from the player as the value input
-SECOND! I changed the recharge, instead of a variable that goes up when a timer ends, it now uses a move_toward() function to make the stamina tick up smoothly.
-thirdibidily, a pause. Mainly because irl and in games you don’t just start recharging as soon as you stop moving. This uses a float that begins to tick up when the player starts moving, and when it surpasses a certain point, it allows the stamina to recharge.
Final stuff!!!
-I’ll start focusing on:
-more indepth weapons
-and maybe ai for enemies… probs something with raycasts………..
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