#Ryan's Goal and Dev Progress Log

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wind sky
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Instead of spamming the showcase thread with my frantic successes, I thought I'd start my own Dev Progress post that would incrementally show my journey in game development. So it's allllll in one place.

I plan to add in any extra posts with various videos, .gifs, and updates to what I'm working on in my pursuit of making games.

In my first post, I'm proud to show off that I can program a "Force" push effect for objects in 3D space! After learning about ray casting today and its implementation in Godot 4.2, I decided to test my player camera raycast out by utilizing it to push objects, sort of like how a Jedi would. This is the first successful test of that endeavor!

https://www.youtube.com/watch?v=fblWaF-DGWY

I'm now able to force-push objects in my game, using ray casting as a method of getting the computer to understand the relationship between my player character and other collideable 3D objects using physics.

▶ Play video
wind sky
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Alright! I've completed one major goal today, and that was to set up a death scenario in my game world. So now, whenever the player jumps off the map, the player resets the entire game by tripping an Area 3D Node. I plan to have the player essentially "die" before the game resets. My simple idea would be to time out the code and leave enough time for the fade out to happen. After the fadeout happens, the player will reset into a fade in animation. If done correctly, this would look like the player lost conciousness and simply re awakens as the game reloads the scene.

https://www.youtube.com/watch?v=ekYpUugU4Xo

Now whenever the player falls to their death in my game, the game will reset. No questions asked.

▶ Play video
wind sky