Ascend - The Chosen One
- 5 Devlogs
- 98 Total hours
An FPS game with a campaign mode and a planned arcade mode.
An FPS game with a campaign mode and a planned arcade mode.
Since the last post, I finished designing the worlds and added basic assets. For example, the 3rd world, which consists of human enemies, has an outpost, castle, tarps, and much more. Each world has its own theme, so it looks vastly different as the player goes through each world. Also, I forgot to record my 3d models, but I finished most of those as well. I only have 2-3 enemy models left. I coded the assets so they would only generate when the player accesses the specific world, so it takes up less space. I also improved the HUD, and added cutscenes throughout the game. Currently, the cutscenes are just text, but I plan to make them videos of the player interacting with the characters. I will also finish the rest of the 3d models and add NPCs that grant sidequests. However, the sidequests might be for another time. I predict that I am 80-85% done with the base game.
I finished the basics of the new game’s implementation. The main menu UI is improved and the player movement and projectile throwing functionality looks better as well. Within the UI, I was able to ensure that the color changes as the user hovers and presses the buttons. The title design will be improved and I want to make the background more transparent and add a picture of the main character’s figure on the main menu. My next steps also include making a few levels and finish updating all of the UI. I have spent a lot of time fixing the errors I have run into and combing through Godot documentation.
Update 3
This game was such a headache to make. I initially finished a working prototype of this game with an arcade mode where the enemies spawn based on AI, which the user can call through the API. However, I still had to add the textures and my designed 3d models. When I tried to put more importance on the UI for both the player’s side, like the location of the health bar, and the general UI, like the main menu screen, I found that any change crashed it. I spent hours reading the Godot documentation to understand the organization of the UI, but to no success. So, I switched gears and tried again, following an old tutorial from Godot 3, which I soon realized would not work. Therefore, I scrapped that and created another version that I hope will work. If this does not work, I would have to rely on my prototype and complete it. As my first game, it’s not leaving a good first impression of game development, which I have heard many good things about. Also, the prototype’s UI isn’t great, but it functions decently. The capsule in different colors acts as the enemies, but I have already attempted to design some low-poly 3d models.
Update 2
Finished the world and arcade part of the game. After further consideration, I decided to add a story mode to the game and design more models. I also finished 2 out of 3 models for my enemies and add effects and scenes to the game screen. However, I will have to create a new project and start again with the world and characters to better organize my scenes and scripts in Godot.
This is my first attempt at game development, so I am attempting to figure out how I can improve my code and organization quality while improving my game.
Another feature that I have been able to add is the addition of special projectiles: 1. Projectiles that act as magnets and pull all enemies together
2. Projectiles that chain hit multiple enemies and stop them for a brief amount of time
3. Projectiles that explode and impact multiple enemies
Below is an image of my code for my new project. I will continue to update on my journey.
Created the environment, enemies, character and the basic UI. My next task is to work on enhancing the UI and improving the physics of the game, especially movement.