This looks pretty rocking ! Question: Can you ramp speed on running ? Just curious if that is an easily doable thing.
Work Done (test levels)
@Griefchief said: Wow, that's a quite interesting looking interior, are you using GI probes?
Thanks! Yes, I'm using a GI Probe with a Directional Light and some additional lights
@VStoked said: This looks pretty rocking ! Question: Can you ramp speed on running ? Just curious if that is an easily doable thing.
I'm new to programming, so I'd have to figure that out, but I'll try to do it! thanks for your comment
These test levels are free, here's the download link: https://sebasmartin.itch.io/workdone
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When GIProbe is disabled, consider decreasing the Environment's Sky Contribution property to 0.5
to avoid making scenes too bright and bland.
Now there's a new area within the 'Home' level: the garden of the house, to test grass and trees with wind:
These test levels are free, here's the download link: https://sebasmartin.itch.io/workdone
I keep on learning Godot for 3D and just added a new test diving level to my project: 'Work Done' :)
Here's for free: https://sebasmartin.itch.io/workdone
Those some thicc necks, bro!
I'd be down to provide some voice over work if my character has the fattest neck. My voice sounds really plain and won't distract from your work.
Now I added mouse controlled camera and a new test level!
This is the download link > https://sebasmartin.itch.io/workdone
Looks great. Reminds me of the big head Dennis Rodman in NBA Jam, LOL.
Update: new mission added!
Download: https://sebasmartin.itch.io/workdone
This time I'm trying pathfinding and procedural animation...
Download link: https://sebasmartin.itch.io/workdone
That's impressive.
Is the four-legged rectangular thing a prototype for a dog?
Nice stuff.
DaveTheCoder
It's some kind of four-legged spider... it fits the style of the game so, I could leave it like that, or at least by now...
Thank you!
cybereality Thanks!
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sebas I see... what could it be changed? the camera to a higher or a diagonal position... ?
If you raise the camera so that it looks slightly downwards — that would be, in my opinion, the simplest and most trivial solution. But "without the gimmick". For the prototype, it would be fine.
A diagonal position… probably more difficult to aim.
sebas I thought it wasn't necessary but, I should put the aim system that way with the little target sprites... right?
Possibly… but there's a different problem here.
I wouldn't call this tutorial overly correct. At least in terms of design. The footage shows the shuttle overlapping both the target (asteroid) and the aiming mark. It doesn't feel right. But then again, you're not making a full game now, are you? For training practice, it's quite successful. You just have to keep in mind that in a full game, the player model shouldn't overlap the enemies and aiming devices. It's a common problem with 3rd person view.