Laravel

Screenshotsaturday - Blog Posts

8 months ago

Shenanigans

I decided to instantiate and drop ~99 RigidBodies to see what would happen. The game had zero problems until I tried to interact with one of the boxes and my interaction system got fussy. Now that I think about it, I need to repeat this very important experiment with my bomb object...


Tags
11 months ago

Quest System Cont.

Here is me playing through a short quest in an old tutorial room. I like this video since I engage with a lot of the mechanics I've been working on.

Ngl I kinda want to have combat take place on the same scene as exploration, you know Chrono Trigger/Sea of Starsy. However, to do that I'll need to do a lot of tweaking to my code and spend a lot of time redrawing enemy sprites I already made...


Tags
1 year ago

More Terrain Stuff

More Terrain Stuff
More Terrain Stuff
More Terrain Stuff
More Terrain Stuff

More models I ended up scrapping. 3D modelling is very tuff.


Tags
1 year ago

Party Follow

Party Follow
Party Follow
Party Follow

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.


Tags
1 year ago

Psuedo2D

Psuedo2D
Psuedo2D

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.


Tags
1 year ago

Equip/Augment UI Mockup

Equip/Augment UI Mockup
Equip/Augment UI Mockup
Equip/Augment UI Mockup

Probably my favourite mockup to date. This is where the player will configure their party members. A battler can equip 1 weapon, 1 armor set, 1-2 artifacts depending on class and 4 techniques. This amounts to 8 possible things to customize around the endgame. On top of the equipment possibilities, the player can also augment 4 attributes (SPD, STR, DEF, MAG) on each of their characters using attribute points scattered across the world.


Tags
2 years ago

Game World

Game World

a few locations to say the least. I think there are 9 major cities, 10 small towns, and a lot of dungeons... I might cut some towns...


Tags
2 years ago

Overworld Attack VFX

Overworld Attack VFX
Overworld Attack VFX

ended up scraping these and changing the system...


Tags
2 years ago

Overworld VFX

Overworld VFX

might get rid of the half circle on the bottom.


Tags
Loading...
End of content
No more pages to load
Explore Tumblr Blog
Search Through Tumblr Tags