Slightly informal dev blog. I'll put random thoughts about my project. You can also follow the project on GitHub since I might use that for bug tracking, but It's not a guarantee that I will keep the code visible to everyone for very long since I don't want my decisions to come haunt me in the future with code leaks and all that. I also don't want people stealing my work. Please check out the license.
Started this dev log. Here are some things that are on my mind:
- I really need to find someone who is good at making 3d models, I don't think people would play a game with a fancy physics applied to random geometry shapes.
- Currently a bug where there is no max velocity while jumping so you can bunny hop at hyperspeeds. Too lazy to fix right now and it's convenient for testing so I must remember to fix it so poeple don't complain about balance.
- I must include an easter egg for my astrophysics class as I promised. I doupt anyone will remember by the time it's released though. Need to keep thinking of clever ideas, maybe making the gameplay would be a priority.
- I really need to come up with a name for this game instead of just using the placeholder "Gamepro5's Game" lol
- I figured out how to export to Windows PCs. Still leaving Linux users in the dark because I do not own a linux computer to test the export and am too lazy to dual boot.
- Layers and Masks are a stressfuly limited amount of groups that can help me choose what the renderer interacts with. For example, I should be able to make the light ignore the flash light bulb, but I can't get that to work yet so tomorrow I shall attempt it. Hopefuly it won't go down a rabbit hole of debugging.
- Work with layers and masks maybe to disable initial collisions with your own projectiles
- Map system?
- Networking will have to wait, I will first need to fix some issues and clean up some code.
- I plan to finish up the grenade launcher and then add both a rocket launcher, a shotgun, and a normal pistol because each of these weapons will require unique algorythms. From projectiles to what gamers refer to as "hitscan".
- Need to work on fixing some annoyances with movement and physics.
- A map system is still in the works but not a priority since it will likely be very easy to implement.
Hey! Happy new year!
You’re probably asking, “What’s going on? Where have you been?”. Let me answer those two questions by pointing out that physics is hard. Harder than I anticipated. This combined with a bad habit of procrastinating randomly while in the middle of writing a cluster of code, and you have yourself the perfect storm of “I haven’t made much progress in months”. Good news is that I have been stuck on this goddamn single physics problem of trying to replicate the old quake engine physics in the Godot game engine for way too long that I think I am just going to keep it “as-is” for right now. I am probably lying to myself because I am a perfectionist and will keep trying to fix this code, but regardless, even if I have that logic down, I will probably put a full stop on development until Godot 4.0 comes out.
The 4.0 release is planned to come with many changes that would make it hard for a game to move it’s code from 3.2 to 4.0, and the release comes with 3D physics improvements which I am super hyped for, along with a new Vulkan renderer to make the engine much faster for rendering things. It will also come with occlusion culling, something I can’t believe Godot didn’t have before. I am still doing research and technology is evolving fast, but just know that the game snapshots that are linked below are incredibly outdated, in fact I’ve started an entirely different project that isolates movement physics for debugging that, and it’s lasted months. I can’t make a promise on when any update will come, but I would say in 6+ months is a good guess, since that should be roughly when 4.0 comes out.
It’s gotten to a point where every time I play TF2 or other source games I die inside that my game is not able to accomplish the same kinematic body physics, specifically for moving on slopes.
Also, in the art department of things, uh, let’s just say “nope lmao”. 3D modeling is impossibly hard. I may need to find a friend or something to help me out.
This is the closest I've gotten in that movement physics side of things (the isolated project I was talking about).
For people who want to experience the development progress.
Hey, do you like art? Well enjoy my garbage voxel art skills. This updated added art, and now that I am not playing around with lights as much the game isn't a throw light pills simulator. Tons of crucial bugs were fixed in this snapshot, allowing me to finally get ready to work on scary networking and steam integration!Mac Windows Linux
Completely unrelated, but Ubuntu Linux is the biggest pain in the ass to set up. I wanted a dual boot on my mac so I could not only run 32 bit apps again but also because it's apparently a "more friendly development environment". Sadly, I am stuck with this weird OS bug where the entire operating system is impossibly slow until I put the computer to sleep, then when I open it again it is better. Nightmare.
I won't bore you with the details, but basically nothing related to this can be used without permission from me. This game uses Godot to help with rendering and cross platform shenanigans. Everything from the modified engine I use to the game itself is proprietary. This license may change in the future.
Here are some things to keep in mind:
- You may record yourself playing this game and make money if you want, but you must provide some way for the viewer to trace back to the game's main page (currently this page).
- Never will you be punished for taking advantage of a bug. If you find a bug, I would appreciate you reporting it but I would have to be a real idiot to punish people for discovering my mistakes.
- There is no modding API is available right now and I don't know whether it will ever be a thing, so right now modding is prohibited because it would mean modifying a proprietary game's code.
Frequently Asked Questions
While I love the selfless people who make things free for anyone to steal or even claim as their own, I apparently am not that nice yet. I don't want people benefiting from my hard work instead of me, it's as simple as that.
While this is the most progress I've made in any other of my projects, It is still nowhere complete. There is no set release date, and I don't think it will ever be "finished", because I will likely release more updates even after the official release.
If you are good at voxel art using the MagicaVoxel Editor, you can contribute some models for some community made content and get credited. Even simply showing interest in the game is a good way to help since it gives me the motivation to keep going.
I don't like the way I see most game companies go. I loathe those triple A titles that are only there to make money and not because they have a passion for games and a passion for programming. There are only a few developers that inspired me to make games and those people are what I aspire to be like. I've also wanted to make games because I absolutely love video games. To me there's nothing cooler than being able to entertain people from typing on a keyboard to making literal universes where people can get immersed in and have fun.