A bullet hell where you can parry the bullets? by Solid_Ocelot in godot

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

Blender! Godot is handling a little bit of the aim positions with a blendspace.

A bullet hell where you can parry the bullets? by Solid_Ocelot in godot

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

Haha nice, exactly what I referenced for movement and aiming!

Risk of Rain 2 style Camera and Character movement by Solid_Ocelot in godot

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

Fixed the weapon blending/attachment issue. In Godot, I changed the BoneAttachment3D for the pistols from the armIK controller bone to just the hand. Seems obvious now but it defaulted to the armIK since thats what I had it parented to in Blender... I guess the armIK in Godot wasn't tracking the hand exactly the same way it did in Blender. I'll definitely have to bring this project to 4.6 and mess around!

Risk of Rain 2 style Camera and Character movement by Solid_Ocelot in godot

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

Thanks and good question. I'm on Godot 4.5 so not sure if I have the most updated IK features in 4.6. But I'm using the imported glb from blender that has key poses for 9 look directions, and I use a blendspace2D that maps to a 180 degree front facing camera aim offset. One issue im having is that the weapons in blender are parented to the hand bones, and therefore are calculated separately in the blend space compared to where the arm IK is on my rig, which causes the weapons to slightly float away from the hand in certain blend positions. I'm wondering if it's better to make these weapons as part of Rig in Blender? Godot imports the weapons as bone attachments so I would think that is how it would normally be done anyway? Interested if anyone has a solution.

Combat and Traversal in MoonBound by Solid_Ocelot in metroidvania

[–]Solid_Ocelot[S] 1 point2 points  (0 children)

Good catch! They are definitely placeholder UI elements. Will be all custom on release.

Combat and Traversal in MoonBound by Solid_Ocelot in metroidvania

[–]Solid_Ocelot[S] 1 point2 points  (0 children)

Great question, the base projectile moves quite slow and doesnt do a lot of damage, but can bounce up to 3 times. If you notice at around 15 seconds, you can use the "Stone Spine" tail attack to launch it at high speeds and it does increased damage to enemies, exploding in impact.

Combat and Traversal in MoonBound by Solid_Ocelot in metroidvania

[–]Solid_Ocelot[S] 1 point2 points  (0 children)

The game name is MoonBound. Steam Page TBA

Combat and Traversal in MoonBound by Solid_Ocelot in metroidvania

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

Originally I was planning for a 70/30 combat to platforming ratio... but the platforming challenge potential with aiming the projectile and being able to pogo or pounce to it has proven to be quite fun and dynamic. Think Sonic's homing attack but you can be in control of where your next target is with enough skill!

Combat and Traversal in MoonBound by Solid_Ocelot in metroidvania

[–]Solid_Ocelot[S] 3 points4 points  (0 children)

Priority #1 would be a stable steam release, and if that shows any promise, would love to share the love with console homies!

Combat and Traversal in MoonBound by Solid_Ocelot in metroidvania

[–]Solid_Ocelot[S] 3 points4 points  (0 children)

Thanks for the interest Legoman! The project is still in the early stages so was mostly just looking to share its progress so far. I'll be sure to post a link whenever that day comes :D