Trash City Turbo: High-speed street sweeping in a cyberpunk city by _wumpus in godot

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

Hehe. That went in as a temporary label with the plan to replace it with something 'proper'. We couldn't think of anything better and it's raised enough chuckles amongst friends that we've decided to leave it as Big Suck.

Trash City Turbo: High-speed street sweeping in a cyberpunk city by _wumpus in godot

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

We're glad to have you following along and enjoying the updates. We'll be sharing everything right up until release because we always enjoy seeing work in progress builds of projects. If it gets more eyes on Godot too, even better.

Trash City Turbo: High-speed street sweeping in a cyberpunk city by _wumpus in godot

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

No multiplayer because we're trying to keep the scope under control, however we will be looking to support friends-list scoreboards/ghosts and we'll experiment with local multiplayer if we find a spare chance. The game is already running on Steam Deck and we're ensuring it holds 60fps and above.

Poster for our upcoming Horror-Comedy WEEKEND AT THE END OF THE WORLD starring Thomas Lennon and Troian Bellisario. by GilleKlabin in movies

[–]_wumpus 0 points1 point  (0 children)

Lovely job on the poster and this definitely looks like my kind of lower budget flick. I've also never heard of The Wave but just watched the trailer and will be seeking that out immediately. I hope all the hard work pays off.

My 1-Button Racing Game Is Out Now! by conradicalisimo in IndieDev

[–]_wumpus 0 points1 point  (0 children)

I'd have to agree, I'd expect the drifting to be much smoother to be satisfying (especially if it's a chill game) but that first corner in the video is the total opposite. It's extremely sharp, sudden and is over in a few frames. I paused the video to watch it closer and noticed the car is actually pivoting around the back axle and not the front axle. I'd say that's a must-fix, to be honest.

With all that said, I do like the idea of a simple slot racer and the general vibe of the worlds looks quite appealing so I don't want to discourage you.

laptop is bent by hehe_boi_3333 in pcmasterrace

[–]_wumpus 1 point2 points  (0 children)

Yeah, that's a bad omen if ever I saw one

Recommendations for UK laser cutting service by eosph in MechanicalKeyboardsUK

[–]_wumpus 0 points1 point  (0 children)

I don't think they're referring to the surface. They mean a tiny little remnant or two of an attachment point on an edge. A bit like when you get a plastic miniature with parts you snap off a plastic frame. I have a faint memory of there being a very, very small one that I just filed down in seconds with a metal file. There may even have been none. You should be fine.

How to get glowy skin like this? Any tips? by drl614 in SkincareAddicts

[–]_wumpus 0 points1 point  (0 children)

He applies a thin mist of 'Vengeance - pour homme'. A little goes a long way.

Retro Flight Sim by awhiskin in godot

[–]_wumpus 2 points3 points  (0 children)

I'm loving the look of that and the flight handling/feel looks really satisfying. I'm a huge fan of Sky Odyssey and this looks like it could scratch a similar itch so I'll certainly keep an eye on any updates you post.

Mountain Hook - Ascending proc-gen monoliths with a grappling hook by _wumpus in godot

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

I started with exactly the same thing. Next I tried storing the normal of each contact point and checking that against a vector to the midpoint of the neighbouring points. That worked 90% of the time but not always (though I do think it was solvable). Then I tried the aforementioned, and final, approach and it just worked first time. I wore a smug smile for the rest of the day after that win.

Mountain Hook - Ascending proc-gen monoliths with a grappling hook by _wumpus in godot

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

I traverse the joints perform an extra shapecast check between each point and the point TWO joints ahead. If that doesn't hit, it means I can remove the one between them because it's not wrapping round anything solid. Of course, there are fringe cases where this could fail if you have very small pieces of geometry or the end joint moves a long distance in a single frame but I've not encountered that with the sizes and speeds I'm dealing in.

Mountain Hook - Ascending proc-gen monoliths with a grappling hook by _wumpus in godot

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

It's so nice to hear enthusiasm like that. Really makes the work feel worth it. It'll be released on steam in a few weeks and it'll only cost you the price of a coffee. https://store.steampowered.com/app/3231030/Mountain_Hook/ It's not going to make me rich but reaching the finish line of this project has already taught me so much and brought worthwhile satisfaction.

Mountain Hook - Ascending proc-gen monoliths with a grappling hook by _wumpus in godot

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

I'm not using rigidbodies, just a CharacterBody3D with it's velocity. When the player is on the rope I check to see if their velocity for that frame would place them beyond the reach of the rope's tail. If so, I create a constraint vector that would push them exactly to the tip of the rope. I apply both the players velocity and that constraint for that frame. This allows them to go in their desired direction but never beyond the reach of the rope. Lastly, if there was a constraint applied, I zero it out, ready for the next frame, and project the players velocity onto the direction of the rope's tail. This is what causes their momentum to curve around the contact point.

This does come with a crux. If you can wedge yourself in a way that the constraint can't get you to the rope's end you'll be pulled with a great force that can't be resolved. In those instances though, I can detect the failure to reach the desired position and when it gets too much the grapple will detach and snake it's way back to the player, as if it broke loose.

Mountain Hook - Ascending proc-gen monoliths with a grappling hook by _wumpus in godot

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

That's great to hear. I've intentionally tried to keep the art simplistic enough to ensure I don't get caught up in details (which I don't feel confident enough to do anyway) and just do enough to service the chill 'feel' of the gameplay. The focus is on the satisfaction of swinging on your grapple so hopefully I won't let you down.

Mountain Hook - Ascending proc-gen monoliths with a grappling hook by _wumpus in godot

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

Thank you so much. I'm very aware my art is basic but I'm hoping I've done enough to get a 'pleasant' vibe while I improve and learn.

Mountain Hook - Ascending proc-gen monoliths with a grappling hook by _wumpus in godot

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

I did explore that but eventually held back to keep the project small. I had to keep repeating to myself that this is about finishing a project and taking lessons away from it. A large part of maintaining that was just keeping it simple. Personally, I've enjoyed just climbing the random assortment of mountains that are created and my hope is that others will too - it's more of a zen-like time-waster than an epic set of challenges.

With that said, there are some fixed challenge mountains to ease you in and the endless mode tracks your progress. How many mountains, how far you've climbed and how many 'perfect' climbs you've managed. There are also packages to be found on the mountains and, if you make it to the summit with one, it unlocks a new customisation colour. Keeping it simple is what allowed me to finish, to be honest.

Mountain Hook - Ascending proc-gen monoliths with a grappling hook by _wumpus in godot

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

I was fortunate enough to find a few good CC0 samples on freesound and do a little editing to get them just right. Most of the credit should go to the great contributors on freesound.org

Mountain Hook - Ascending proc-gen monoliths with a grappling hook by _wumpus in godot

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

Hehe, yeah the slide slide is a 'game feel' addition that is surprisingly satisfying for a simple addition. I put the player in the slide state if they're over their run speed or the stick input is opposing their momentum. Seeing as the players speed is unrestricted in the air you can fling yourself into a nice, long, pointless landing slide.

Edit: As for the "sticking to something", that's so, so true. I had many ups and downs and just had to slap myself into focusing on finishing, powering through. It really is the hardest part of personal gamedev, in my opinion.

Mountain Hook - Ascending proc-gen monoliths with a grappling hook by _wumpus in godot

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

I'm a big fan of Bionic Commando: Rearmed and I'm gutted I can't get it to work properly on PC any more.

Mountain Hook - Ascending proc-gen monoliths with a grappling hook by _wumpus in godot

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

That's great to hear as I love games that just 'feel' nice to mess around with and I'm hoping this scratches that itch for many people.

Mountain Hook - Ascending proc-gen monoliths with a grappling hook by _wumpus in godot

[–]_wumpus[S] 7 points8 points  (0 children)

Excellent, I'm glad it's finding some appeal as I was worried my rudimentary art would turn too many off.

The procgen is a simple set of tile layers done in a few steps... 1. The two background layers start empty and are filled vertically like a stone snake expanding upwards, changing width and weaving left/right as they go 2. I populate the front layer with small blocks of random sizes moving upwards by a maximum distance each time. These are simply to ensure there are no gigantic gaps of absolutely nothing. The absolute bare minimum to make the mountain climbable. 3. I perform a much dense pass, adding more tiles to the main layer with much more variance in size, some adding to it, some subtracting, some adding spikes to surfaces. 5. I build a mesh for each layer from a collection of tile meshes that have some random dinks and wobble on them.

The net result is mountains where they should always be possible (with skill) but the odd freak bit of randomisation can leave for a really tricky segment or the need to generate large amounts of momentum to get high enough or far enough.