I've been wanting to make a HALO3 type of game for a while now and I just got a laptop but I don't want to use Unreal or Unity due to their download sizes (I have pretty bad WI-FI). So here's my question: Is it possible to make a game engine as good as the HALO3 engine in GODOT?
Is it possible to make a game engine as good as the HALO3 engine in GODOT?
I mean, sure, if you have enough time. Godot is not as good as Unity or Unreal, but I think it's enough for most small indies or solo projects.
Halo 3 is also older, so the graphics probably would be possible fine in Godot. Most of the work is just making good art.
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Time to shamelessly advertise my github which has a more feature rich FPS controller than a lot of tutorials.
https://github.com/1Lethn1/Lethn-FPSController-Godot-4/blob/main/FPSControllerGodot4
Just to correct you though it looks like it's probably a typo or something, you're not making a game engine, you're making a game, Godot 4 itself is a game engine. The code I've posted up there I wrote up because I was fed up of how incomplete or out of date a lot of tutorials are that you get when you search up FPS stuff. I even show how to do ladders you can climb up and down and proper crouch, bullet spread mechanics.
Believe it or not the basic FPS stuff in Halo is not that complex, the original Halo games though just had very good design for the most part and I've studied this extensively. If you're looking to clone Halo's AI behaviour that's a bit more tricky but I've looked into that as well but I recommend familiarising with the basics first. It's worth pointing out, there are many things that modern game engines like Godot 4 now do far better than the big studios. Don't be fooled by the small file size, we're all used to downloading tons of bloat and it's an exceptionally powerful engine.
I can confirm this as well having come over from Unity myself and I'm now using Godot 4 as my main engine for all my projects. I also recommend learning GDScript just so you don't have to download and rely on any of Microsoft's junk when it comes to C# though I'm sure there will be some potentially fierce debate about that.
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Tomcat LOL! Absolutely nothing, never felt the need to put prone in on any of my ideas though, I'm quite a traditional FPS guy, it wouldn't be too difficult to do though, you'd just copy paste the crouch and do the appropriate maths to have the player camera go down straight to the floor and of course, get a collision shape for that worked out. The point of the controller I posted up is that it will give newbies a proper grounding and also it's all up to date code for Godot 4 so no constantly fiddling around with the syntax if you were doing the older tutorials. The FPS controller I use mimics half life quite a bit but with less bugs, it can easily be tweaked to be more like Halo or any other shooter no problem.
Kind of tempted to update it to make use of match statements but that's only because I've been obsessing over that tons lately and I don't know if that would be very noob friendly.
Lethn and of course, get a collision shape for that worked out.
This may be the problem. It probably makes it very difficult to develop. I can't think of a shooter that allows you to take a lying down position, except Arma[3]. In Cyberpunk, it always pissed me off when a sniper rifle was fired from a sitting or standing position. From Grad!!!
If you have the programming/design skills, you can make almost anything.
Lethn I wouldn't have thought so
Here, I found this problem.
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Tomcat rotate capsule and make it completely or nearly flat, problem solved, adjust movement code accordingly to the axis if necessary. The way I did crouching was the same thing where I just squashed a capsule. What I also did though on the advice of somebody else was simply switch the collision shapes used rather than do anything fancy with code.
This will take ages to make a game engine in a game engine. Godot is not made at all for making game engines. If you wish to make an engine in godot, then try it but godot desn't offer anything useful to make it
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Tomcat It's because when you think about it for most FPS' proning wouldn't make a whole lot of sense, think about it. Especially for the small scale projects, there would be nothing stopping them though I think it's just a deliberate choice, why put in that effort when realistically how many people are going to constantly use prone in narrow/small places anyway? Something interesting I found as well when poking at the approaches big dev studios take to vent crawling. Quite often they wouldn't even bother really putting in proper crouching for vents, they would just make the vents big enough to stand in because that's easier to deal with. It would be an interesting conundrum balance wise as well if you ever put prone in a multiplayer game, Battlebit Remastered has it and that's a very recent new release.
AI as well won't exactly be able to always detect you as efficiently if you prone now I think about it, way too many ways to glitch and exploit the detection and it can be pretty easy to break things as it is if you know how the pathfinding is calculated. For example if I wanted to break the AI with prone I would probably prone behind staggered boxes and stuff and I could just take pot shots at the AI through the gap rather than having to fight them in any meaningful way.
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Lethn why put in that effort when realistically how many people are going to constantly use prone in narrow/small places anyway?
Does it depend a lot on the gameplay?
Lethn AI as well won't exactly be able to always detect you as efficiently if you prone
It is possible that the problem is really in the AI.
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Both could be true, I'm just thinking about it from the perspective of the devs that's all, might have been a time thing, why put in prone when it's going to take all that effort to deal with the AI and things like that? But that's just me speculating, I feel like that does make sense as an explanation though when you examine how most combat AI is implemented. Technically Metal Gear Phantom Pain now that you've reminded me does have some perfectly acceptable prone mechanics and that AI works fine so it will just depend on the gameplay and the dev most likely.
Maybe I should ditch the idea of making a game engine in a game engine. I might just use a premade FPS controller or the stuff in the epic GitHub link.
Godot already supports any type of game. That said, you still need to make some stuff custom (like terrain, etc.) so that is where extending the engine comes into play.