This is a point-and-click game where you need to find Mrs. Kate, an elderly lady who is disappeared a week ago.
Godot 4.2.2 is the game engine. I made 3D models, sound effects and programming. There are 188 interactive objects to examine.
There is a browser version and a downloadable version on itch.io: https://fopenp.itch.io/where-is-kate
Remember that every door and drawer can be opened with the right key. There are no broken doors!
I'm interested in your feedback, whether you like this game or there are some changes to make.
Where is Kate?
Although the game is quite short, it is advisable to make a save.
Other than that, it's pretty good.
Tomcat To be honest, you are reason: a game without save points is not good.
From a my point of view there is a problem: saving the inventory and the player's position is not enough. I also need to serialize/deserialize 188 objects that have their own status: hidden / not hidden, taken, takeable, etc...
Some objects are destined to transform into another; for example, a dirty key could become a ready-to-use clean key.
In the past, with godot, I manually serialized simple stages (levels). But now I have too much objects to serialize and I don't think that Godot has a serializer for this situation.
FopenP saving the inventory and the player's position is not enough. I also need to serialize/deserialize 188 objects
There's really a few ways to do this. You can save only important objects — it doesn't matter whether the doors of rooms and closets are open or closed.
Or you can save the whole scene. But, yeah, a game that can't be saved is not very convenient, unfortunately.
I doubt that the way of saving in Godot is very different from other engines.
Just wanted to say thanks for making the game.
haha looks like you just made a SweetHome3D in godot. O_o
I just played with it a bit, and here are some suggestions/improvements:
- You could make all interactable items highlighted or outlined, either with shader or outline-mesh function in godot. (It's a bit hard to spot interactable item on textured floor or containers.
- Some items are visually obstructed by certain furnitures or camera FOV, I think item should be draw last when door is opened for the furniture containing the interactable items.
Just my 2 cents though.
MagickPanda The outline is a good idea, but I'm not confident with shaders for now. I'll check this out as soon as possible.
For FOV and furnitures I think it's late to fix that, and I had many problems with SpringArm3D that bumping inside my furnitures for some reason. I had to use the scale factor in order to have the right camera framing.
Thanks for having tested this game and for your suggestions!
MagickPanda You could make all interactable items highlighted
I'm not sure it's appropriate to highlight items here. Almost all of them are interactive. In general, this is not a good practice - it too primitivizes the game process, and here it is absolutely out of place.
FopenP I've implemented a load and save mechanism that I'm testing.
Saving in games is very convenient, so that you can interrupt the process if necessary. ️
Tomcat hmm maybe make item highlighted when your mouse is pointing at is better practice.
I've uploaded the new version with load/save capability: https://fopenp.itch.io/where-is-kate
The devlog is here: https://fopenp.itch.io/where-is-kate/devlog/766055/game-saveable
@MagickPanda I need to think more about it. The keys are miniature and on Android they're difficult to see. But in Android there is no mouse hover event!
- Edited
FopenP I've uploaded the new version with load/save capability: https://fopenp.itch.io/where-is-kate
I think it's a much better game to play this way, with the option to save. Excellent! ️
MagickPanda hmm maybe make item highlighted when your mouse is pointing at is better practice.
Yeah, that's what I mean. Here almost all elements are interactive and they are not too much. It's quite possible to explore without hints.