I need to implement health in the overworld to complete this feature. I am also considering a hurt sprite but I'm lazy...
a bug, this is not intended behaviour, tbh pretend you didn't even see this. My game has zero bugs, this is self-sabotage posted to make you think my game is buggy.
So following party members are a bit tricker in 3D. The main issue I need to solve is how they handle being obstructed by something they can scale. I sorta want to put jumping into their state machine but I'm lazy so for now they teleport. I had a slight issue where when they teleported somewhere they could crush the player controller into the ground... it might still be an issue I need to test it more haha.
If you were curious about how their path-finding works it's something like this:
A. Determine the vector between the current position and the player position ignoring the y-axis. B. Add vector to velocity to move in the player's direction. C. If one of 6 ray casts reports collision and velocity is close to zero pick another direction to walk in for a while before resuming from step A.
I could use the built-in navigation stuff Godot has but it needs to be baked and I sorta want to avoid that with how much I like to tweak the environment sometimes. Idk it works well enough for now but there is totally room for improvement haha.
It was around the 1 year anniversary since development started when I originally posted this and it totally slipped my mind. Hopefully I do something for the 2 year anniversary, but i'm busy and it's technically now (Feburary) Welp, I always have next year
I kinda of want to tweak it a little, don't mind the placeholder icons lol. As for what I've been doing up until now. I was working on this back in March and uh since then I've been tweaking the game here and there. As for the lack of posts... I just got lazy I guess.
This is a tutorial for Godot 3 I used to make part of my dialogue manager. It gives me animal crossing like SFX and the ability to have short pauses.
This is another tutorial for Godot 3 that comprises the other bit of my system. I cobbled together a few more features using my poor understanding of the documentation. I believe the author of this video has a more advanced JSON dialogue setup that might fit what you're looking for.
My system boils down to a state machine where each line in a dialogue is a unique state. The JSON file signifies all the states in a scene and alongside what should be said I can define other things I want to happen when a line is played, The most I've done with this is change an emote image or display additional text but I plan to base my cutscenes around it too. But instead of changing an image I might call for the camera to move, the game to fade to black, or for an NPC or Some other game object to play an animation. It's a bit messy right now but I've come to realize a lot of game programming is just a state machine in different contexts.
I wouldn't be scared of making a brute-force attempt either. Iterating is part of the creative process and even if it ends in failure you'll learn something new even if that's how not to do something.
Anyone know any good tutorials on creating dialogue/cutscene systems for RPGs? Preferably Godot but if there’s other ones with easily applicable universal principles that would work too. This is something that I feel like has lots of different approaches and I wouldn’t want to just brute force a really cluttered system for it.
Yea that's right, I want my game to have an adventurers guild with ranks. I'm going to take my sweet sweet time explaining the rank system to the player even though it will barely differ from the speech given in every trashy isekai made since 2018. Recently I redesigned the rank insignias (I was bored and didn't want to code) sneaky peaky
A blog for a game about a rather peculiar exam. Made in Godot Engine!
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