Added fog weather. It makes it harder for enemies and CCTVs to see you.
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@byteseb.bsky.social
Tech nerd and software developer. Currently working on Project Shutdown: A futuristic resource management game.
Added fog weather. It makes it harder for enemies and CCTVs to see you.
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Added heavy melee attacks in my game!
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I'm starting to overhaul the melee combat system by not only including combos, but adding counters, dodging, blocking and heavy attacks for the player and enemies.
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I finally managed to unify the character animations!. Now, the player, enemies and NPCs use the same animations and skeleton profiles.
This saves a lot of work and allows swapping skins with minimal modifications.
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Added a basic Item Wheel with mouse and controller support.
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Added bullet penetration.
Each material can specify their own particles, decals, sound effects and bullet resistance values.
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Added volumetric clouds with the SunshineClouds2 plugin! They react to the weather and day night cycle.
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Implemented a weather system.
Each level has its own weather cycle and probabilities (it's less likely to rain in an arid level).
Allows specifying a random duration, particle effects, status effects, sfx, volumetrics, logic, animations and instantiating random decals.
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You can now hide in certain objects and enemies will retreat when they're injured (or have searched the entire area) via the closest reported entrance.
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Enemy AI is more reactive now.
They can steal from crates and report points of interest (like an entrance, in case they need to retreat).
They can burn if they're close to fire.
When an enemy dies, another one can see the body and will report it with the rest of the group.
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I'm rewriting the enemy AI to use Behavior Trees.
Enemies aren't just patrolling random places. They make sure to investigate rooms they haven't visited before.
If they hear a noise, they'll interrupt their search and investigate it.
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Testing NPCs. They use pathfinding and avoidance. Each one can have its own set of interactions.
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Experimenting with an automatic lean system.
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A character in a Sci-Fi facility.
Improvements to my game's modular kit!
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Added throwable items!
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Working on quick item switching.
You can select an item with the number row keys or by cycling through them with the mouse wheel.
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A work in progress screenshot of a 3D scene where the protagonist is standing in a futuristic street.
Working on my game's modular kit!
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Implemented a simple gliding mechanic. You can dive to gain momentum.
I was thinking about whether it's worth it to keep it. My map is small, so I don't know if it's overkill.
There's no wingsuit model yet.
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Overhauled the shooting mechanics.
Aiming uses IK to rotate the hands.
Shooting is now hitscan based.
Guns can have different recoil values, fire rates and animations.
You can reload and shoot while walking.
It supports rolling and quick melee attacks.
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Thanks!
Yes. This specific type of projectile can lure enemies, but other projectiles are loud enough to lead them closer to you.
I'm starting to add enemy AI and basic stealth mechanics.
Enemies use pathfinding and can't see you if you're taking cover, but they can hear your footsteps or attacks.
You can use a lure to guide them to a specific spot and take them down.
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Melee weapons can now have their own unique combos and specify damage, hitbox shape and more.
When a weapon breaks, it falls back to punching.
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Item equipping works for the most part.
The items you equip will modify the player's movement, stats and animations.
You can have one item per hand, allowing many possible combinations.
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Working on a sewers level.
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I struggle to come up with ideas when designing levels. So I made a simple, random level generator.
It's going to be very helpful to make quick prototypes.
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Implemented graphic settings in my game!
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