Devlog
- February 29, 2020 by Pandaqi#godot, #pause explanation, #marketing, #back to study, #big plansWelcome to the thirty-first devlog! It’s been two months since the last devlog. That’s a long time, especially considering all other devlogs were at most one week apart. What happened? Has there b... Continue reading
- November 13, 2019 by Pandaqi#godot, #level design, #mechanics, #playtesting, #iterationWelcome to the twenty-fourth devlog! Last devlog marked the release of v0.2 of the game, with MANY changes to the gameplay. In this devlog I want to explain what was changed and why I did it. Hopefull... Continue reading
- November 03, 2019 by Pandaqi#godot, #pathfinding, #package timers, #AStar, #navigationWelcome to the twenty-second devlog! As I’ve been creating levels for the game these past few weeks, there’s been only one consistent roadblock: setting good TIMERS on the packages. If you give pl... Continue reading
- October 30, 2019 by Pandaqi#godot, #input map, #input management, #controller, #keyboardWelcome to the twenty-first devlog! Today I want to talk about input management: how I made the game playable for any controller and keyboard (at most two players on the keyboard, though). Basically,... Continue reading
- October 26, 2019 by Pandaqi#godot, #physics, #player movement, #camera, #solo modeWelcome to the twentieth devlog! The past week or so I’ve been making improvements to the camera and player control again, and here I want to explain why and how I did that. Player physics In an e... Continue reading
- October 19, 2019 by Pandaqi1#godot, #level design, #pickup houses, #simplicity, #new level 1, #old level 2, #I don't know how to use these tags properlyWelcome to the seventeenth devlog! Last devlog, we finished level 1. I wrote that devlog a week ago, and this week … I realized I needed to create a different level 1 and rethink my strategy for des... Continue reading
- October 19, 2019 by Pandaqi1#godot, #player labels, #player identification, #see-through effect, #terrain circleWelcome to the fourteenth devlog! The first weeks of this game’s development, every player was just two cylinders (a body and a huge nose). There was no way to tell which one was player 1 and which... Continue reading
- October 19, 2019 by Pandaqi#godot, #zones, #navigation, #equidistant colorsWelcome to the thirteenth devlog! One of the most important aspects of the game I haven’t talked about before, is the “zone”. Every package goes from one zone (starting position) to another zone... Continue reading
- October 19, 2019 by Pandaqi#godot, #physics, #pressure button, #platform, #rope physicsWelcome to the twelfth devlog! The main attraction of level 1 is a huge crane, holding a platform hanging from a rope/chain. You can jump into the platform to move to places you otherwise can’t reac... Continue reading
- October 19, 2019 by Pandaqi#godot, #environment design, #3D environmentWelcome to the eleventh devlog! One of the major components I still had to create for level 1, was the level environment. Until now, the level was just “floating in space”. Everything around it wa... Continue reading
- October 18, 2019 by Pandaqi#godot, #death system, #delivery pending, #better timersWelcome to the tenth devlog! As I am playing and testing the game even more, I keep finding small ways to make the delivery system more fun to use. Delivery Pending For example: when you deliver a p... Continue reading
- October 18, 2019 by Pandaqi#godot, #camera, #algorithm, #visibility-notifierWelcome to the ninth devlog! (My apologies for the title. It doesn’t mean anything, I just thought it sounded fun.) This time we’re talking about the CAMERA in the game. I’ve talked about it bef... Continue reading
- October 18, 2019 by Pandaqi#godot, #color palette, #3D texturing, #physics, #RigidBody, #player movementWelcome to the eighth devlog! This time, I want to explain a certain workflow I’ve adopted that greatly improves in-game performance AND my work speed/efficiency. Additionally, I want to add some qu... Continue reading
- October 17, 2019 by Pandaqi#godot, #optimization, #3d performance, #3d modelling, #3d texturing, #draw callsAfter the last post, I was quite worried about the performance (as you’ve probably noticed), and I literally couldn’t sleep over it. So I took a few days off working on the game to learn about 3D... Continue reading
- October 17, 2019 by Pandaqi#godot, #performance, #lighting, #ambient occlusionWelcome to the sixth devlog of “Package Party”! Lighting is everything in 3D games. (I learned that the hard way, after years of asking myself: “why do my 3D games always look far worse than tho... Continue reading
- October 17, 2019 by Pandaqi#godot, #game theory, #graphical interfaceWelcome to the third devlog of “Package Party”! In the previous devlog, I explained the basics of the terrain and level layouts. With that implemented, we can think about delivering packages. Most... Continue reading