- Joined
- Oct 22, 2023
- Posts
- 5
Hiya.
Just wanted somewhere to post progress and other bits and pieces for the game I'm working on. I have a vague idea of where I want to take the game so at the moment a lot of the work is on mechanics and features.
At the same time I'm using this project as a way to learn Godot. I've played with other engines in the past and whilst I don't have a game dev background I am a full time software engineer.
Initially I worked to get a grid based movement system in place as well as a way to transition between exterior scenes so I could build out a world of smaller scenes.
I put a fair bit of time fleshing out a good state machine so I could manage all the different states that both players and NPCs would have. I'm still working on a way to "control" characters so I can script out cutscenes or small events, but am also playing around with some other ideas on how I could achieve that.
Most recently I made use of Godot's built in A* Grid2D class to flesh out a "patrolling" (or wandering) state for some NPCs. This allows me to configure some patrol locations and have them navigate between them whilst avoiding blocked tiles from the map, the player, or possibly other NPCs who are also patrolling.
I then expanded upon this state by having them transition to a "looking around" state for a period of time before continuing to patrol.
This will hopefully help to make the world feel more alive rather than have a large amount of stationary NPCs or even trainers.
I've begun working on the "detection" mechanic so NPCs are able to detect players. Currently I am using a raycast to do the detection, however, I want to play around with a wider cone, so even if you were a tile away from their direct line of sight you could still be "seen". I think with the patrolling NPCs that could make for some interesting route navigation if attempting to avoid a battle.
My goal is to continue to update this thread with further screenshots and/or videos as well as some insight into what I've been working on. If you have any questions please feel free to ask.
(You may notice I've messed around with the tiles and sprites a bit. I've been tinkering with the autotiling and tilemaps in Godot so it's changed a little as I play with things.)
Just wanted somewhere to post progress and other bits and pieces for the game I'm working on. I have a vague idea of where I want to take the game so at the moment a lot of the work is on mechanics and features.
At the same time I'm using this project as a way to learn Godot. I've played with other engines in the past and whilst I don't have a game dev background I am a full time software engineer.
Initially I worked to get a grid based movement system in place as well as a way to transition between exterior scenes so I could build out a world of smaller scenes.
I put a fair bit of time fleshing out a good state machine so I could manage all the different states that both players and NPCs would have. I'm still working on a way to "control" characters so I can script out cutscenes or small events, but am also playing around with some other ideas on how I could achieve that.
Most recently I made use of Godot's built in A* Grid2D class to flesh out a "patrolling" (or wandering) state for some NPCs. This allows me to configure some patrol locations and have them navigate between them whilst avoiding blocked tiles from the map, the player, or possibly other NPCs who are also patrolling.
I then expanded upon this state by having them transition to a "looking around" state for a period of time before continuing to patrol.
This will hopefully help to make the world feel more alive rather than have a large amount of stationary NPCs or even trainers.
I've begun working on the "detection" mechanic so NPCs are able to detect players. Currently I am using a raycast to do the detection, however, I want to play around with a wider cone, so even if you were a tile away from their direct line of sight you could still be "seen". I think with the patrolling NPCs that could make for some interesting route navigation if attempting to avoid a battle.
My goal is to continue to update this thread with further screenshots and/or videos as well as some insight into what I've been working on. If you have any questions please feel free to ask.
(You may notice I've messed around with the tiles and sprites a bit. I've been tinkering with the autotiling and tilemaps in Godot so it's changed a little as I play with things.)
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