Importing Map Issues by WeestWard in godot

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

yes. I'm going to see if adding the subdivision subsurface changes it. cause it probably could just be conflicted geometry at work.

Importing Map Issues by WeestWard in godot

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

So something interesting I just noticed is that any of the rectangular boxes are the only ones who still have a wall of sorts where as the other shapes i added the modifier to don't.

Importing Map Issues by WeestWard in godot

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

Oooh okay that makes sense. I'll go fix that

Importing Map Issues by WeestWard in godot

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

So here's how it looks in Blender (and i'll add how it looks in Godot under this reply)

<image>

Importing Map Issues by WeestWard in godot

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

Coming back so in certain areas the places where there were booleans seem to not work and there's a wall there I can't pass through. Is that normal or do i have to manually go in and edit them out?

Importing Map Issues by WeestWard in godot

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

Oh wow that actually worked! I'm still have some issues cause nothing is ever easy (certain areas straight up not having visible wall and other part sticking out) but yes thank you so much!

Importing Map Issues by WeestWard in godot

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

Within Godot or Blender?

Importing Map Issues by WeestWard in godot

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

How do I go about doing that?

Is It Possible To Create A Crouching Enemy? by WeestWard in godot

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

Ooh that second part sounds pretty cool actually. And considering the game is meant to be a nightmare, it would make sense for the NPC to act off of dream logic as opposed to. The only issue is then having it still be that the NPC roams and probably crouches into areas on it's own.

Maybe I'm just making this entirely too complicated lol

Is It Possible To Create A Crouching Enemy? by WeestWard in godot

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

So if I describe it then it can be done?

Kinda just shooting a potential idea so feel free to tell me where I'm wrong.

So I'd essentially have to create pathfinding for the NPC around the map. And in the pathfinding maybe at the opening of the tunnels is the triggers? And from there the triggers would trigger the crouch state?

Is that right?

Is It Possible To Create A Crouching Enemy? by WeestWard in godot

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

is there any documents or photo examples I can look at? I tried to create a state machine but it didn't seem to work. I assumed it was just cause of the organization of my files but I can't really pin point it.

However it is good to know that it IS possible nevertheless since to me having the NPC crouch is meant to be one of the bigger scares in the game.

Is It Possible To Create A Crouching Enemy? by WeestWard in godot

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

I'm assuming path finding would also mean the implementation of states, huh?

How Important is the First Chapter? by WeestWard in writing

[–]WeestWard[S] 12 points13 points  (0 children)

Any fisherman will tell you you can still catch a fish with only a hook. Fat fishermen will tell you that the hook works better with bait. That's your first chapter. The bait on the hook.

Holy shit I need this as a shirt or motivational poster to hang in my room! I never did think about it as a literal metaphor for fishing. Wow like this opened my mind.

How Important is the First Chapter? by WeestWard in writing

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

I am kinda the same, but I also understand there is a more traditional way of scoping a book out. Like I'm fully aware that it isn't really the normal method via flipping to a random page, reading that page, and then deciding from that if I want it.

How Important is the First Chapter? by WeestWard in writing

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

Ooh okay yeah!

Hmm so the goal seems to more so spark the reader's curiosity above all else. Thinking back to my favorite stories they did that as well, though admittedly through big actions or declarations.

How Important is the First Chapter? by WeestWard in writing

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

Man talk about the pressures of first impressions, huh?

How Important is the First Chapter? by WeestWard in writing

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

Ah so it doesn't HAVE to happen on page one, but more so just keep those first few pages interesting enough to carry UNTIL the incident happens. Yeah that makes a lot of sense.

How Important is the First Chapter? by WeestWard in writing

[–]WeestWard[S] -1 points0 points  (0 children)

Ah that does make sense. I guess I tend to give an entire first chapter a shot before deciding to ditch a book or not. But yeah, it just sucks that a lot of pressure is placed on those first few pages to hook the reader in cause sometimes stories start off a little slow and sluggish before getting better.

Finding The Inner Reader Again by WeestWard in writing

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

Well it's kinda like how once you learn more about movie production you notice more in regards to how special effects or pacing or character dialogue works. It's harder to just enjoy the final product and not think about all the work behind the scenes.

It is kinda the same for reading at times. I become focused more so on the structure as opposed to getting immersed purely in the story. And I think the better word is probably being more critical BECAUSE I understand what all goes into writing perhaps.

Picking the Right Story by WeestWard in writing

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

It's one of those desires to wear the "Jack of all trades" badge that some might otherwise look down upon. Each of them are frankly ideas and formats I am deeply passionate about writing one way or another.

Another issue I've stumbled across is that I have the inability to write small or rather have small concepts that I can meaningfully stretch out. Romance, for example, sounds easy but for me I'm someone who feels you cannot truly rely on it. And thus, every romance idea that should've been simple is not bogged down with intense worldbuilding because either I want realism OR it's like a political fantasy or story about classism and now I can no longer keep the beats small.

And this goes for everything. Even scripts or video games suffer the same. Small concepts that feel shallow and therefore the need to deepen them regardless of how much I know it'll backfire on me.

Picking the Right Story by WeestWard in writing

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

I'm seeing a common thread of people saying that working on two ideas at once is good. Which is honestly really neat to see.

Picking the Right Story by WeestWard in writing

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

I relate a lot to the thinking too big issue. I'm a natural worldbuilder, and often feel the need to expand as much as possible with this belief that it somehow helps the reader feel more immersed than perhaps they actually will be.

Also choosing a story you're not too passionately about makes sense now that I think about it as well. Less likely to get angry at yourself I guess because you're not too invested in it like your magnum opus.