GamesByPeter

160 Followers
13 Following
110 Posts
I make games and game prototypes for fun
Yay, I got Turbo Wings to run on #android!
It looks like some textures don't agree with that decision though 😄. Time to compare their import options and maybe consult the @godotengine docs.
#wipwednesday
#gamedev
#indiedev

A very basic multiplayer implementation works!
You can't select the no. of players yet
P2 can't select a plane yet
P1 and P2 see eachothers UI in their viewport
Etc.
Time to refine it 😄

#gamedev
#indiedev
#madewithgodot

Made the speedlines a little more subtle (fewer, more transparent, and longer), and added some more variation to the terrain.

It does look pretty fast, doesn't it? 😄

#gamedev
#indiedev
#madewithgodot

Speedlines! They need some tweaking (mostly making them more subtle), but the idea's there!

#gamedev
#indiedev
#madewithgodot

This only works while keeping the camera upright, but I really like the effect. No idea what this is usually called, but I'm calling it "dynamic camera" 😁

#gamedev
#indiedev
#MadeWithGodot

Someone told me the game will feel faster if I add some screen shake based on the current velocity. Is this enough? 🤔

#gamedev
#indiedev
#MadeWithGodot

I finally managed to get a system where I have a water plane that properly intersects with objects like terrain AND have a smooth transition at the horizon regardless of camera height.
There's still room for improvement, but it's good enough for now 🙂

#Gamedev
#indiedev
#MadeWithGodot

Not sure why I haven't added eater splashes on bullet impact earlier. These are muzzle sprites by @kenney that scale up and down.
Pew pew!
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#indiedev
#madewithgodot

Flight sims usually have two control schemes:
- Normal keeps your plane upright
- Expert lets you roll plane and let you fly upside down. 

Amusingly, "Expert" is much easier to implement than "Normal". The vector math I come up with tends to break down when you fly straight up (or upside down).

I have good news, however. It finally sort of works now! 😄

#gamedev
#indiedev

Quite a week! While building the terrain, I noticed the planes weren't fast enough. I made them faster, which made the particle-based contrails look bad. While upgrading to a mesh-based contrail, I noticed a jitter. Once I smoothed that out, the UI was suddenly lagging behind the plane. I *think* I fixed all of that now...
Anyway, here's a video of the contrails in comparison.

#gamedev
#indiedev
#GodotEngine