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Compared to the 2D ones getting this 3D one up to snuff was a bit of work. I still need to retexture the inside of the top half and add some glow effects maybe. I'm slowly getting a hang of blender and 3D workflows but I don't think I'm ready to do a house just yet... Maybe I should make some variants... I kinda want to make a minecrafty one that's super cuby.
As for why I decided to model a chest instead of billboarding one like the trees... So you can stand on it! I have some level design ideas in mind where a chest or some other small object is required to reach locations but for now, it's still just an idea.
I had to model this... with a blender! ridiculous.
It's really fast but it might be due to how empty these testing levels are and not how well I coded it lol. I sorta want to edit the shader I'm using to do a radial wipe but glsl is the enemy of mankind.
So following party members are a bit tricker in 3D. The main issue I need to solve is how they handle being obstructed by something they can scale. I sorta want to put jumping into their state machine but I'm lazy so for now they teleport. I had a slight issue where when they teleported somewhere they could crush the player controller into the ground... it might still be an issue I need to test it more haha.
If you were curious about how their path-finding works it's something like this:
A. Determine the vector between the current position and the player position ignoring the y-axis. B. Add vector to velocity to move in the player's direction. C. If one of 6 ray casts reports collision and velocity is close to zero pick another direction to walk in for a while before resuming from step A.
I could use the built-in navigation stuff Godot has but it needs to be baked and I sorta want to avoid that with how much I like to tweak the environment sometimes. Idk it works well enough for now but there is totally room for improvement haha.
A dump of some things. I briefly mentioned how I had rewrote the game in Godot 4. During the transition I decided to give up on pure 2D and just make a 3D game that looks 2D... so in my own words, pearlessential is now a Psuedo2D game. Here are some captures from early in the transition.
SS: I was unsure whether post here or what but, damn, Twitter is a burning hell and I just want to make funny videogames with my friends.
This is Birthright, a "small" project that was supposed to just take a couple of months but OH WELL, in four month will be a year, hell. This videogame is, clearly, based on The Binding of Isaac and intended to be a roguelite hack and slash. But since it is made in unity, this whole project has been a real ordeal, like, for some reason shaders didn't work and I had to delete the whole URP STUFF AND RE DO LIKE EVERYTHING?!?!?!?
Holy crap this is the largest coding project I've ever completed. Over the last 7 months I've been recreating Tetris from the ground up, without any game engines or libraries or whatever. Everything, from code to art to sound effects, is made by me! I made this! And I published it on Itch.io!