Work Done (test levels)
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!
- Edited
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.
These test levels I'm doing are shaping a story. This mission with the asteroids would eventually be in a full game, but it's just one-mission-level (by now), the other levels/missions are not this way of gameplay. I will try to see if I could raise the camera and put the aiming mark to improve it...
What about switching the camera to the pilot's point of view?
It could be an option, but the game is a third-person adventure and I didn't want first-person gameplay... maybe for some levels I would make an exception, not sure... or seeing the pilots inside the cockpit would make it third-person...
Another use of Godot, to create music visualizers... some advantages are that there are no render times and that you can direct it through camera/game movements:
Game: https://sebasmartin.itch.io/workdone
Song: 'Ella Es Así' by Sebas Martín and Zayner RS >
https://open.spotify.com/intl-es/track/4w5nbIqKSLZqRoIF4SfcrV?si=67b7e4009e8445e8&nd=1
In this new update there's a new level and a secondary menu to select present and past missions directly...
Download link: https://sebasmartin.itch.io/workdone