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The story of Em and their journey to put back together a world torn apart
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developer@shannonethomas

Wrapping up a series of solarpunk levels and entering the 21st week of the streak I care about the most.

#indiegamedev

Note to self…

Level two: When a player gets stuck, what's the likely behavior? Mashing the jump button. So I also created some puffer behavior here to push the character away from any potential mesh threats.

In retrospect, I spent way too long trying to perfect my collision shapes to avoid sticking. That effort would have been better spent design for resilliancy from the start.

🧵 3/3

Level one unsticking: I have an Area3D node with the same collision as my character. This node maintains an array of objects detected entering and leaving the area. If there are any objects in the array, a slightly smaller collision shape expands, pushing the character away from the offending mesh(es). As objects are detected leaving the Area3D, they are removed from the array. When the array is empty, the inner collision returns to its original size.

🧵 2/3

I've been struggling with collision shapes in Godot. Especially when gravity is involved, my character will get stuck inside of meshes. It's the kind of difficult-to-troubleshoot issue that makes me rage inside.

Aside from switching all of my collisions to convex polygon shapes to reduce complex geometry, I've settled on a two-part progressive unsticking regimen.

🧵 1/3

#godot

Been down the past week or two for many reasons, but still making steady progress. Here's a cute little tower I blended this morning before diving into the work I'm actually paid for.

#blender #indiegamedesign

Love it when past me leaves useful tips for current me, because guess what? I forgot 🙈

#indiegamedev

Let's talk quest mapping! This is the most intricate so far, with lots of dependencies, talking, items, and tracking. Thank goodness for diagrams making the complex simple.

#indiegamedev #indiegamedesign

Rewriting my dialogue parser for the bazillianth time to handle simple txt files with more human-readable formatting. Why? Because writing properly-formatted json makes it more difficult to read and write high-quality dialogue.

While present me hates this decision, I know future me will thank me for it.

#indiegamedev #godot

How many levels are possible within a certain set of constraints – it's a mini game for the game designer.

#indiegame #indiegamedev #indiegamedesign