We're working on a game which might fall under the Survivors genre. It's still early in development and we're making the deign up as we go but it's got some interesting ideas and potential promise.
Below are auto-generated updates captured from commit logs.
- Antigravity boost to speed up slopes.
Results in slope surfing but that might be a good thing.
- Slower zombie.
- PolygonRounder rounds polygons.
- Rounded polygons.
- Zombies face left sometimes.
- Heart rejects Monster.
- Hearts now use Launchers.
Because something else soon shall too.
- More level room for monsters to fly off to.
- Perhaps the framework for an attack that launches monsters.
- Camera better deals with object popping in/out at odd times.
- Kinda stupid Actioner for one-time action.
- Hee hee that's kind of an attack.
- Crocotile for making the 3D models and texturing them. Export to gltf (gitignored), add shapes (often auto-generated from meshes), export .tscns, and recreate geometry in the editor.
- Gentler RaisedRamp slope.
Still need to figure out better ramp physics.
- Players have less gravity when grounded kinda proportional to the slope they're on.
Doesn't feel tight but now it feels all right.
- Controller superclass.
- ThreeDee Camera! (Part one.)
- Movement is calculated relative to the camera, which is now stored as an input.
- Players now have up/down/left/right walk directions which are relative to the current camera.
- A beating heart.
- Skeleton of basic spawning system.
- Basic monster which moves toward the heart.
Needs to inherit from player and stuff.
- Zombies and Players are now Actors.
Though this doesn't help them walk up slopes.
- Right. Don't want friction.
- Switch to Godot 3. 4 isn't production-worthy and neither it seems are GridMaps.
- Manipulator parent class for convenience. Bigger floor. More gravity. Jumping.
- Attempt at custom physics integration (I already forget why).
- Ye olde CobTracker so we know if we're grounded / can jump.
- Gotta do friction ourselves because Godot's is really hitching.
Mostly good except we accidentally introduced the diagonal problem.
- Lerp-based acceleration instead of more complicated methods. Looks better though still an issue when transitioning to diagonals.
- Proper movement binds.
- Pull a few things apart, prepare to respawn.
- Facility for (hopefully) recording player input.
- Split PlayerGhost into GhostRecorder and GhostController. Perhaps set up enough signals to make use of them.
- Interim commit -- starting to loop the loopers.
- Spawning also accounts for initial velocity and queue_frees at the end.
- Hell yeah time loops.
- Simple player sprite for now.
- Skeleton of a thought.
- Basic framework for AI controlled by various sources and consumed by various agents.
Player movement seems to get caught on seams.