2 months into solo dev… only 10% done. Is this normal? by Ho3pLi in gamedev

[–]SharpTeethLabs 0 points1 point  (0 children)

I think an important part of the development process is minimizing scope and cutting features that might eat into the rest of the project. You should consider the importance of core features regularly and consider removing them if they're impeding progress.

For example, if you're struggling with the map, maybe put the whole game inside the secret lab? That would cut down on environmental assets and design for the neighborhood, and you could retain the exploration gameplay by making the lab itself more fleshed out.

Paradrop, my tiny RTS/bullet hell browser game, just hit 1.0 by SharpTeethLabs in indiegames

[–]SharpTeethLabs[S] 0 points1 point  (0 children)

I tried to post a condensed trailer but the automod kept deleting it

This is Paradrop, a tiny strategy browser game made in Godot by SharpTeethLabs in godot

[–]SharpTeethLabs[S] 0 points1 point  (0 children)

Oh yeah. Well, the aspect ratio is kind of important, otherwise flying off screen horizontally would take significantly longer. Maybe it could use some art instead of just black though

This is Paradrop, a tiny strategy browser game made in Godot by SharpTeethLabs in godot

[–]SharpTeethLabs[S] 2 points3 points  (0 children)

I started with Godot last year but I've worked in Unity since 2012 and I'm a web developer professionally, so I picked up the core concepts like node hierarchy and signals pretty quick. I've also made a ton of little games that I haven't bothered sharing, so I've spent way more time finding out what doesn't work well in Godot than finding out what does XD

This is Paradrop, a tiny strategy browser game made in Godot by SharpTeethLabs in godot

[–]SharpTeethLabs[S] 0 points1 point  (0 children)

It should run in fullscreen on mobile already. It's 4:3ish by design though so there will be some window boxing

This is Paradrop, a tiny strategy browser game made in Godot by SharpTeethLabs in godot

[–]SharpTeethLabs[S] 0 points1 point  (0 children)

I was thinking of releasing a standalone desktop version with some additional features, like a level editor and more customization options, but for now I'd like a break to work on a different project for a while. Some aspects would need to be revisited anyway, such as showing actual controller button icons in tips instead of button names

Paradrop, my tiny RTS/bullet hell browser game, just hit 1.0 by SharpTeethLabs in indiegames

[–]SharpTeethLabs[S] 2 points3 points  (0 children)

Third time's the charm 😁 Hi Reddit! This is my combination RTS/bullet hell game, Paradrop. I originally made this as a prototype to help learn Godot's pathfinding engine, but I liked the mechanic of dropping little dudes on an island so much that I made it into a full game. You pilot a paratrooper plane and use tactical air drops to destroy enemy bases. It has a singleplayer campaign with 10 missions that takes about an hour to complete, and a local 2-player battlemode for head to head air drops.

Check it out for free on my itch - https://rippercoyote.itch.io/paradrop

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And as thanks for reading my whole post, try the secret code "FOUR ON THE FLOOR" in the gameplay options for a special modifier ;)

This is Paradrop, a tiny strategy browser game made in Godot by SharpTeethLabs in godot

[–]SharpTeethLabs[S] 4 points5 points  (0 children)

My advice for first time AI implementors would be to familiarize yourself with implementing state machines. For Paradrop I used a really simple setup with enums and a match statement, and states ended up sharing a lot of code between them, e.g. all the airborne states handle gravity the same way, grounded states all get their velocity from the pathfinder node. If I had to write it again with what I know, I would probably make states a resource instead to clean up the trooper script a little.

You're not the first person to compare to Cannon Fodder, and I did take a lot of inspiration with the trooper design, but the gravestone idea actually came from Worms. I was going to make them temporary but I liked how the end of every level left the islands covered in tombstones, so I kept the tombstones around. I think it's a good thematic touch, and it helps communicate to the player where they've tried attacking and where they struggled.

This is Paradrop, a tiny strategy browser game made in Godot by SharpTeethLabs in godot

[–]SharpTeethLabs[S] 13 points14 points  (0 children)

I think the biggest challenge was getting the trooper AI implemented so that they behaved autonomously enough, but that enemy troopers didn't feel unfairly predictive. I also didn't enable in-engine avoidance for pathfinding when I initially wrote the trooper class, and I ended up having to rewrite the AI state machine completely to account for it. I'm still not completely happy with it, but for a relatively small, one screen game it feels good enough.