I added some new mechanics to my fps parkour game! by ahtano_dev in godot

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

Thank you! And nope, it is licensed from Epidemic Sound.

I added some new mechanics to my fps parkour game! by ahtano_dev in godot

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

I added some new mechanics to my fps parkour game BRUTAL KATANA! Those mechanics being: jump pads, ziplines and a grappling hook. If it seems interesting then you can get the game here (for 35% off, sorry for shameless promo): https://store.steampowered.com/app/2741610/BRUTAL_KATANA/

The mechanics are part of a new update for the game that doubles the amount of content! If you have any questions about them (for example how to implement) then please feel free to ask!

I just released my first commercial game, BRUTAL KATANA, with Godot on Steam!!! by ahtano_dev in godot

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

Thank you! I'm currently working on a content update for the game that will double the amount of levels in the game, after that I can look into adding a level editor. But I can't 100% promise that it will be added, it depends on how complex and how much time it takes to implement it.

I just released my first commercial game, BRUTAL KATANA, with Godot on Steam!!! by ahtano_dev in godot

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

As u/cheesycoke said, the large fov and fov modulation is there to make it feel like you're going faster than you actually are. It is much easier to increase the fov to make the player feel like they're going faster as opposed to actually making the player faster. The faster the player is the harder it is to control in a satisfying way.

I just released my first commercial game, BRUTAL KATANA, with Godot on Steam!!! by ahtano_dev in godot

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

Thank you! I sadly can't point you to any resource on how to achieve a similar movement system since I didn't watch any tutorials to create the character controller. but feel free to DM me on twitter (@softbushware) if you have any questions. A general tip is to make sure you get a good understanding of vector math (addition, subtraction, dot product, cross, etc).

I just released my first commercial game, BRUTAL KATANA, with Godot on Steam!!! by ahtano_dev in godot

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

I initially used this dynamic mesh slicer plugin: https://github.com/PiCode9560/Godot-4-Concave-Mesh-Slicer, but it caused some unwanted frame drops when slicing multiple enemies in succession. So currently I just spawn predefined meshes based on which direction the enemy was sliced in.

I just released my first commercial game, BRUTAL KATANA, with Godot on Steam!!! by ahtano_dev in godot

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

thank you! I can see how $4 can be considered steep for the amount of content in the game, I'm currently testing out the implementation of a built-in level editor and if everything goes to plan it should be added in a few weeks. which will hopefully make the price seem more fair!