A friend and I have been working on a fast-paced 3D action platformer - we call it //PHASE-KILLER/

https://lemmy.world/post/43310092

A friend and I have been working on a fast-paced 3D action platformer - we call it //PHASE-KILLER/ - Lemmy.World

You play as a test subject escaping from an underground lab. You have two phase abilities - phase-dash and phase-wave. Phase-dash is a forward semi-teleport which also damages enemies and negates damage while active. Phase-wave is a projectile attack. As the game progresses, more defences will spawn in each room, including laser tripwires, mines, turrets and drones - and, of course, there’s always the omnipresent laser grid advancing from behind, getting ever faster. The goal is to reach room 100, beat a final wave of defences, and escape. Now pretty much all the core mechanics are in place, I thought I’d share some footage and ask the community for your thoughts on the look of the game as it is. You know how it is: you stare at your own project so long, you lose sight of what might be glaring issues to an outside observer. So, Godot lemmy - what do you think? 😅

So far, that has the feel of a good tutorial level - like it’s the first challenge faced by the test subject when they first get their abilities, before they realize what’s going on and they have to escape.

If that’s the starting environment, I could imagine occasional pauses where you describe the next challenge and how to overcome it.

Then, once getting through this area, things start to get faster and more chaotic.

Are you planning on having different speed settings, so the game can be approachable to different kinds of players?

And you know what could be cool? If you manage a perfect phase-dash (i.e. dash at the exact instant a projectile would hit you), it creates a shockwave that deflects all nearby projectiles back at whatever fired them.

It’s happening!

(Ignore the slow-mo that totally isn’t to compensate for my lack of fast reflexes!)

Bullet deflection!

Streamable

Sweet! I doubt I’ll be good enough to manage that but it’s cool that you were able to implement it so quickly.

Haven’t had a chance to check out the demo yet, maybe tomorrow night.

It was a pretty easy implementation, actually. The bullet already checks for collision with the player, so I just get the player’s state, and if it’s phasing, the bullet faces its creator. Its usual “go forward real fast” code takes it the rest of the way.