How much is an NPC supposed to be capable of? I know some suggest giving them the player's capabilities, but does that help when they exist mostly for narrative rather than aiding core gameplay? I feel like mine are lacklustre... but maybe I just need more animations lol.
Does anyone have any thoughts on the matter?
yes I put QOL features in instead of basic functionality like an inventory, or a flee button.
Mostly backend. As usual, it's a pretty jank system but it works. No quest markers atm but I've been considering them. I also want to look into optional objectives. This is the first time I've seriously considered how quest systems work and it's quite interesting. I need to find more references to study haha.
sometimes I direct link to the image on Twitter. I am now realizing that might be a mistake and like a few posts might die out of nowhere. Oh well everything is preserved pretty nicely on discord
So my dialogue scripts used to be JSON since the initial tutorials and resources I found suggested it. For some reason, I thought writing my own Yarnspinner-like system would be better, so I did that. Now my dialogue scripts are written as plain text. The tool in the video above lets me write and see changes in the actual game UI. All in all it's incredibly jank.
So walking around a flat world is fine, but my game is isometric so having terrain feels like a must. too bad it's a pain in the ass to implement. I spent months on this and in the end, it wasn't good enough. It wouldn't play well with other props like trees well, The player could glitch it out and clip through it, render order and collision was abhorrent and it couldn't stack on top of itself. I'll be honest the whole reason for why I switched to 3D in the Godot 4 version of the game is because a fake z axis in 2D isn't very fun to implement.
Some of the collision shapes I had to setup
I drew them out so I could turn them into tiles for the tileset
Anyway, word of advice to anyone who wants to make an isometric game, make a 3D game that looks 2D not the other way around.
You can lift it, and you can smack it. Maybe I should put more velocity into the smack.
Super quick and basic implementation that just tells the object to follow the player's position with a bit of an offset. I use a ray cast to check if there are colliders where the drop area is and change the drop location to behind the player if that is the case... It uh sometimes crushes you or your party members but that's no biggie, right? It also sometimes gets glitched into things but that's an edge case that won't be abused at all.
You know... looking at it now, it might be a little buggy... But it's fun and brings a bit more interactivity to the overworld/field so I'm happy it's implemented haha.
A blog for a game about a rather peculiar exam. Made in Godot Engine!
200 posts