• Projects
  • Totally Lost; Maze game prototype (3D game in Godot 3.x)

Hey, this project is not dead by the way. Check out the WIP shot from the editor.

I've been doing rendering tasks in Blender so I didn't have any room for game development. So far, I have made liberal use of the new optional GDscript typing (all variables) and implements better use of exports for the selection UI by the elevator (meaning more varied text colors and easier development for me).

However, a version with this level will not be uploaded this week or next week due to being away from my PC. I can tell you that nothing within Godot itself has seriously hindered progress.

13 days later

I am back, and here is a new update.

  1. Level 11 done
  2. Fixed download links pointing to the wrong game (how the heck did that happen) :open_mouth:
  3. Slight improvement to the anti-falling system
  4. The level selection is again a single column, if you press the up arrow when at the top of the list, another group of levels appear
  5. RichTextLabel is now the tool of choice for level descriptions (meaning multi-colored text).
  6. Larger text in the hub level

The new builds of Godot did introduce a minor issue with jittery movement in a few spots, I'm hoping a fix will come in soon.

12 days later

Version 0.17

  1. 2 new levels, discover the lucky path and get the streetlights turned on.
  2. Resolved a couple of sloppy oversights based on how I set the levels to work.
  3. A fix or two

ok, nice to see this progressing. couple of hickups I ran into: - up/down mouse movement is broken. usually it doesn't move at all, or if it does, it jumps into far position, and it's hard to straighten it back. - the elevator-room is very laggy.. - couple of times, on a pathway, the character started jittering up/down, almost like it would be stuck somehow on the path.

.b

Hi, I can't reproduce the stuck mouse movement on my end when playing through the editor. Could it be system related?

The jittering is annoying for sure, but the issue tracker shows this is a current bug with Godot 3.1 alpha. I tried some tweaks but there's no real way to work around it short of perhaps using box colliders everywhere (which will take a long time). This will have to wait for a fix from Andrea Catania or another dev. who knows how to work with Bullet. I know I can switch the engine to Godot physics, but it breaks the anti-fall code.

As for the lag, I did just upload a new version that overhauls the main menu with a selector square and a settings area (where you can disable the GI probes in the Hub Level as well as the anti-aliasing for the whole game). Press 'enter' to work the toggles.

Hi, I can't reproduce the stuck mouse movement on my end when playing through the editor. Could it be system related?

could be, I'm on Kubuntu 18.04. sideways movement is working fine, but up/down is sort of stuck, sometimes it jumps to extremes, and then stays there.. then when I'm climbing on platform, it might orientate itself back to normal.. what kind of system you are using for mouselook?

.b

24 days later

Version 0.17.5.

Nothing new, but the fact they were exported with the Oct 8 Godot nightly should mean the death of any jittering issues when walking on some surfaces (the bug was bad enough that it just had to be done).

3 months later

Guess what the mechanic for this level will be?

This game isn't dead, but I can only work on one game at a time, and I can't do it while Blender images are rendering.

A hint, the ball is mobile, but you still can't "lose" if it falls out of the level.

2 months later

After a long period with Collect the Gems, I gave this project a new update.

  1. -Level 15 and the third bonus level are now completed.
  2. -Did a bit of work on the code for the UI at the bonus elevator, selection and such should now work properly
  3. -Slowed the walking speed a little bit so it matches the target pace as established by the original demo builds.
  4. -A new piece of background music, one track used for normal levels was supposed to be for bonus levels only.

Todo.

  1. -Groundwork was done so best times in the level can be saved and written to the save file, a new piece of UI will be done to show the best time of any given level (or 0 : 00 if the level was never completed).

It's nice seeing that this project is still alive :smile: (insert Shia LaBeouf "Just do it!" meme here)

@AlexandrosKap said: It's nice seeing that this project is still alive :smile: (insert Shia LaBeouf "Just do it!" meme here)

Well, dividing time between this, the other project, and Blender art can lead to long pauses in projects.

In the case of both these projects, the Godot engine is handling them easily :)

2 months later

Version 0.19

  1. -Level 16 completed, a large level, so you might be lost for a while
  2. -Expanded the number of variables saved in the save file for completeness and for reducing the chance of issues
  3. -The best time now shows in a different UI box when a level is picked
  4. -A few fixes for a couple of secrets not activating
  5. -Slight graphical improvements in a few levels, visual shaders are now used and one side effect is better normal mapping.
  6. -Vertex coloring is bolder due to them being gamma corrected to sRGB.
7 months later

Version 0.20

Sorry for the lack of updates, but it is not the engine's fault.

I purchased a copy of Terraria 3 for my iPad and got hooked for a couple of months, the rest of my time was boosting the quality of the Blender scenes I then render out again in Cycles. Later, a very neat Sonic fangame (Sonic Robo Blast 2) saw a new version released and I played that a bit. Not much time for game making.

The new version boosts the level count to 18, along with some fixes and polish. The issue with the esc key terminating the game instead of going back is resolved, and the elevator button text is now nicely centered. There's also an unlocked feature after 15 levels where you can leave "breadcrumbs" to mark places you've been in, something that is needed with levels becoming bigger and tougher.

2 months later

Version 0.21

Again, the updates are not coming very fast, but this new one has 2 new regular levels, 1 new bonus level, and a couple of other tweaks and refactors. Most of my time is spend doing other things like Cycles rendering, Blender scene creation, and the playing and creation of custom levels for that Sonic fangame I mentioned.

It's also the first one in a long time that was exported from an official stable version of Godot (3.2).

6 days later