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#gamedev

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I know Kung Fu 🥋

And when I say Kung Fu I mean making a basic Behaviour Tree in Godot 4. This past week I have been quite busy wrapping my head around it, as I struggled quite a bit understanding how to organise and separate the different bits of enemy logic in the project.

I made a simple AI (of the good variety) that consist of the different behaviours:
- Wander inside an area
- Detect Targets
- Chase
- Attack
- Flee
- Center the move area

#godot#ai#BTs
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I finished working on the "aim assist" feature of the game. I recorded a short video using the keyboard to play so that you can see it in action, in the worst case scenario, when only moving in 8 directions.

As long as players are loosely looking at a target, the attack will aim automatically and land even while dolphin diving!

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Alright, since the last update a couple of things have happened:
First, I added some hit boxes to the player character. Then I wrote a system that checks for collisions when using attacks. Lastly, I have been working on some "enemies" and some feedback effects to check whether hitting stuff with the hammer feels fun and rewarding.

It looks quite promising so far, but I have noticed that aiming at enemies can be tricky at times, so I am going to focus on fixing that next.

Continued thread

I updated the character controller to use a state machine as well, and I cleaned up the animation tree a little bit following advice from the replies.

Using the state machine for this controller has eased A LOT the development process. Less bugs, easier to scale and maintain. I can't wait to keep adding new stuff!

So far, since the last update, I added:
- Aerial attacks
- Hammer Throws
- Dolphin dives
- Momentum to certain player moves

#Godot#Gamedev#Game
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This is my first time using the 'AnimationTree' node, and let me tell you, it was a mess as each new animation complicated my state machine more and more. Hopefully once every mechanic is implemented I will find a way to clean it up, as I am sure I won't be able to maintain this the moment I start working on some other part of the project.

Any suggestions or learning resources is welcome

For the last couple of days I have been working on this. A prototype for a 3D platformer/ adventure game where players take control of a fella with a humongous hammer.

I am still working on the basic controls for the player character, but I already like how it is shaping. Hopefully next week I will have them all ready to start creating some enemy/environment interactions.