Wrapping up a series of solarpunk levels and entering the 21st week of the streak I care about the most.
| https://www.instagram.com/found.game/ | |
| developer | @shannonethomas |
| https://www.instagram.com/found.game/ | |
| developer | @shannonethomas |
Wrapping up a series of solarpunk levels and entering the 21st week of the streak I care about the most.
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
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.
Love it when past me leaves useful tips for current me, because guess what? I forgot 🙈
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.
How many levels are possible within a certain set of constraints – it's a mini game for the game designer.
I love building 3D worlds using gridmaps in Godot, except that I decided to use hexagons and the system only gives me 90° rotation. 🤦🏻♀️
Maybe not the most interesting part of making a game, but I do love diagramming and documentation. Especially now that I have a fairly demanding day job, this is the only way I can keep my head straight.
Modeling a non-human character and very quickly arriving at a "four legs good, no legs better" outlook on things.