#THUNDER BLOOD Tournament

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thin matrix
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So after 3 weeks of learning Godot I like many others of you have given up on my first game because the scope was too big - who would have thought it? No one in a million years could predict that.

So i introduce my new game. 1 week in the making - 4 weeks of learning Godot - Thunder Blood Tournament!

Its a simple bullet-hell dungeon crawler type game with cyberpunk and Sci-Fi themes.

The year is 3023 You are an alien forced to compete in the thunder blood tournament and must battle your way to victory. Collecting Meat and Tech from the organs and scraps of your enemies to build and upgrade yourself and make yourself stronger

Here is what i achieved so far

  • Basic player movement & shooting
  • very basic enemy types, behaviour and spawning with loot drops
  • health, damage and death effects
  • BLOOOD
  • collecting loot and basic stat tracker
  • start of HUD and GUI with some menus
  • some sfx from itch / recorded
  • probably some other small bits

Trying to build on what i learned in my last games build and use much more modular components. Im also using godot 4!

Let me know what you think! i'm hoping to release a playable test demo in 3 more weeks. lets see if i can keep to that timeline!

Keeping track of progress here - Thanks Godot gang!

thin matrix
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The last few days i did a graphics overhaul on the player sprite and the tilemap... Im much happier with how it's looking now.

Im currently using procedural arms for holding the gun and i think its working out pretty well. Could still use some tweaking but it has a certain charm.

Its using line2d nodes and each weapon has hand positions for placement & tracking. Im thinking i could do something much more funky with the elbows to bring in even more character.

thin matrix
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Thunder Blood Wave System

I spent a long time figuring out how an enemy spawn wave system should work + be usable and scalable for different levels!

Here is where i ended up, Its my first time building anything like this especially from scratch with no tuts so pretty proud that it works 🥹

Would you approach this any different? interested to hear what people think about this way of doing things. Keeping waves as 'objects' in the scene with parameters just seemed like the easiest way to make things configurable?

I have a wave manager object which can be populated with a number 'wave objects' depending on how many waves you want for this level. it uses get_children to fetch the info about each wave and handle the spawning and timing.

The wave object itself has properties that can be configured. I can tick each enemy i want to include in the wave and also give it a spawn chance - this is a weighted chance so it does not have to add up to 100.

I can also configure the number of 'rounds' in a wave and how many enemies to spawn in each round, so i can ramp a wave up or down. Rounds start on a timer, but waves start after finishing the last wave.

Future tasks, i think i will add a round time option so it's easy to adjust per wave, and the bigger task adding bosses. It should let me choose which boss i want at the end of a particular wave if any.

thin matrix
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Level Switching, Elevators & Upgrade Level

I built a basic level / stage management system and more importantly i built an elevator for level transitions.

Very happy with how it turned out - I could not have done it without Godot 4.0. I keep finding useful features i couldn't use in 3.5 that makes my life easier.

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making him disappear behind the floor was one of the most difficult challenges!