First Dev Stream on Twitch. Sorted some of the messy file system.
Animated 2 new frames for the jump kick and implemented. This has highlighted a potential problem. Using a simple Animation tree (State Machine) causes say. A jump side kick to still trigger if the player hits the button late. Which means he is on the floor when executing the animation.
Possible solutions
- Use Arrays for combo attacks
- Remove the physics and code my own to allow for jump kicks that keep rising into the air.
This could also solve the issue of bouncing and bobbing around when hit.
07/02/2025
Fixed, enemy movement toward player so he stops when the attack distance is reached.
This stops the ability to jump on the enemy head as the enemy would keep moving toward the player when player was jumping.
Fixed state machine so that the normal attacks can only be actioned when on the ground using ‘is_on_floor():’ commands. And ‘not is_on_floor():’ for jumping attacks.
There is probably a better way to do this though, but works for the continuation of the prototype.
I'm still thinking that there could be movement.
ie limited movement left and right to move around the screen a bit.
i just need to check if this will make it too complicated with controls or not.
so controller does
left move left , right move right. down crouch, buttons for jump attack left attack right .
This could increase the code and animation state tree dramatically. I just need to see if it improves the game play at all or stick with the simple original idea of being locked in place.
17/01/2025
Prototype 3.3 Testing underway. See Details here.
- NPC & Player collision box switching on and off upon attack
- NPC locating and moving towards player
- NPC attack player when pre specified distance reached on a 0.5 second timer.
- Player and NPC State machine switching between AnimationPlayer states.
- Player locked in place when hit and not 'move_and_slide()' on the .x axis
14/01/2025
Pototype 3.3 After a frustrating yet rewarding 11 hour stint, I have finally developed a working state machine that allows for infinite expansion with only 31 lines of code. This allows for a very complex animation switching system while keeping it easy to add additional animation sequences. PS: Godot is amazing btw.
13/01/2025
Prototype 3.2 Added crouching and jump / falling rough animations for testing. Works fine however there will be more than 240 individual animation frames for the player character so a State machine is required. (I have built one previously in UE5 for Prototype 1.1 however I have no idea how to make them with code)
12/01/2025
Realised the project is small enough thatI can handle all code / art and music myself so no need for External funding from Screen Queensland.
Prototype 3.1 Build Complete.
29/12/2024
NOTE: Donot be afraid of the code, Code is your friend! Visual languages are nice, but in the end will limit your progress. Happy new year.
18/12/2024
Godot confirmed as new engine to work with.
17/12/2024
Read another article re Godot and to just learn coding from the start as it gets easier as
opposed to the Visual languages getting harder to do more complex things. Godot tested and is far more intuitive than expected. Very easy to learn and looks like it would be the
perfect tool to continue working with.
14/12/12024
Screen Queensland replied and looks like I am eligible for the Screen QLD Game Grant
program. Also found that Birdifi work with Screen Queensland Directly, so have contacted
them re the future plans. Time to get cracking.
13/12/2024
Just read a great article comparing them both so I will still with game maker for this initial
production and move to something more complicated for the next project once I have
coding support.
12/12/2024
Screen Queensland Contacted re Game Grant Application process.
Also need to investigate Godot engine further as I may have brushed it off too soon. Why?
Game Maker seams a bit janky and not a huge fan of it so far. It also may be quite limiting.
I will need time to site quietly with no distractions and learn it.
11/12/2024
Animation tests started using Clipstudio.
10/12/2024
Mobile Control system devised and needs a prototype to be tested (next on agenda)
09/12/2024
Looking at options for Mobile version and control system to suit
07/12/2024
Game design is changing to less hand drawn, full colour, and paper like cutouts.
01/11/2024
Now full time with House of Normal and Birdifi Bridge, Game to proceed as full time
Project.
27/09/2024
Left QUT full time work to pursue Art and Game design.
28/07/2024
Life changes have delayed production. Have now decided to switch the game engine to
Game maker. I dont have the resources to continue with Unreal and to be honest its way
overpowered and complicated for a hand drawn game. Game maker is more suited to
the game style and runs happily on the old MSI laptop.
27/03/2024
Decided on Main player keyframe moves however some will need to be added later on as I get to it. At least I can start designing now and move on.
20/03/2024
A computer running Unreal is not needed for the bulk of production, after looking at the
Jira Timeline, most of the production is hand drawn animation which can be completed during lunch breaks at work.
19/03/2024
Work computer has died and no cash to buy a new one. Production on hold indefinitely,
Only artwork can continue, and Unreal work must be done at home on weekends.
14/03/2024
Main level enemy types decided upon background types decided upon (Main level only) Belt Colour Swap out Visuals system decision made
12/03/2024
Game Menu Ui and flow chart Complete. Progress has slowed for the time being. Production will be delayed approx. 12 days.
08/03/2024
A problem has arisen, The belt colour swap out system and animation state system may be more complicated than originally expected, needs to be investigated before animation start.
07/03/2024
Belt colours decided
06/03/2024
Initial Production Schedule Completed Screen Sizing Chart Assessed and completed
05/03/2024
Production delayed due to hospitalisation for Heart condition
04/03/2024
Prototype completed and signed off.