SNOW LEVEL. Big question - falling snow particles or no?
Updating the camera, added look-ahead! It tilts to show the direction you face. Tracks you sharply on the x/z-plane but lags on the y-plane so jumps don't jerk the cam around. And it'll tilt sharply if you ascend or fall quickly, to show where you'll land!
#gamedev #indiegame #godot #n64 #lowpoly
Forgot to say I apply movement speed from the controller input just like on flat ground before doing the floor-normal! So four steps, not three
-rotate based on input
-rotate based on velocity direction
-apply input velocity
-apply floor-normal velocity
That way the player still has some influence but theyβre constantly being βpulledβ downhill, and the strength of the pull gets larger as the hill gets steeper!
I do it in steps:
- rotate the character toward the controller input direction
- rotate them again toward their velocityβs direction (i.e. down the hill)
- get the ground normal, strip out the y component, and add (it times a multiplier) to the characterβs velocity
brb gotta try somethinβ real quick
The new protagonists in Pokemon Winds and Waves
Why do their Switch 2s look like hoverboards π€
#Pokemon30 #PokemonDay #PokemonWindsWaves
Very green grass and very blue water from Pokemon Winds and Waves
Highly saturated beach screenshot from Pokemon Winds and Waves
Screenshot of Sonic on a beach
Mario on a beach in Mario Sunshine
Welcome back, early 2000s ultra-saturated beach setting π
#pokemon #pokemon30 #pokemonday
Makes sense!
And yeah Iβm kinda aiming for a similar feel, if I had to break down my game itβd be 75% platforming/movement feel from a game like SM64 and 25% aesthetics and puzzle/NPC interaction from the Rare 64 games
That video mentions this thesis on flow in games, also pretty good
www.jenovachen.com/flowingames/...
i.e. in A Hat In Time, your double jump and dive are reset by bouncing on enemies, so having (that mechanic + a big pit in your level + enemies strategically placed to bounce across the pit) becomes more than a sum of its parts when done together
I watched this one a while ago, made me think about character movement, level design, and enemy types all being three parts of The Juice in a 3D platformer, and thinking about them as a whole is integral
youtu.be/SGq5Zaygl-g?...
BUT when youβre against a wall or in a smaller space in SM64 where the cam gives you that NEH NEH sound and starts to move but then goes back to where it was, even though thatβs the angle you NEED in order to see where to go, I want to perish on the spot
i.e. a ledge is thin but isnβt supposed to be crazy difficult, make it line up with a compass direction and the player can fully smash the stick into a corner thatβll let them run across at full speed. Gives level design a lot of freedom to help or hinder the player based on the desired experience
Having a camera that pivots around you in eight set positions that correspond to the eight corners of the controller gate means you can run in a perfect compass direction regardless of where the camera is, so levels can be built around that idea to aid in platforming!
So obviously itβs a little clickbaity, itβs a really good *idea* that works greatβ¦until you get into a tight space lol. I want to go in depth in a video where it works and where it doesnβt (and how Iβm βfixingβ it in my game), but tldr I think when the cam and the level work together itβs buttery
Closeup picture of an N64 controllerβs joystick, with the stickβs notched gate fully visible.
Really want to make devlog videos 1) to document my gameβs progress, 2) to get more eyes on it, and 3) to deep dive into my hottest (but correct! π) game design takes, like βMario 64βs camera was *good*, actually!β
#gamedev #indiegame
This also means Iβm overhauling the camera, going to add toggleable options and some look-ahead logic π₯
Tiny detail from this old clip that grew to cause big problems: the collider didn't turn with the pig, I was only rotating the model π¬ Fixed now! Before, if he didn't spawn facing the camera, the controls would be offset
#godot #indiedev #indiegame #gamedev #lowpoly #n64
bsky.app/profile/phyo...
I actually like the text more in low-res where itβs harder to read on the painting itself, assuming thereβd be UI that also shows the readable level name. Doesnβt feel cheesy at all to me when itβs pixelated for some reason
Great choice fading to a lighter color toward the base of the towers, looks awesome!
Adding damage interactions and a health system (no UI for it yet)! Got one animation added so far. Getting him to turn toward the hit so he accurately backs away from it made me address a bug I've been meaning to fix for a whiiiile
#godot #indiedev #gamedev #lowpoly #n64
When the sky has orange in it π€―
Man, knocking out ledge-grabbing and swimming in the span of a few days, letβs go πͺ
The raycast jumping from some fraction of a unit to potentially 1000x and railgunning Paint Gal at top speed is an awesome bug haha
Was the raycast thing to adjust the sliding speed? Like a longer raycast = steeper slope = increased sliding speed, and vice-versa?
Franky from One Piece saying βExisting is not a crime!!!β
Never wanted to drink a video game as much as this
Screenshot from the N64 game Wave Race 64 showing the level βSunset Bayβ, where the water is a fluorescent orange color
Desperately wanting to get to the point in my game where I make a beach/island level with water as drinkable-looking as the orange juice ocean in Wave Race 64βs Sunset Bay