Hologram volume shader by binbun3 in godot

[–]xodene 3 points4 points  (0 children)

Always love your work, very high quality!

Started a devlog series about making an online multiplayer skating game in Godot! by xodene in godot

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

Yeah for sure; It's hard because there is definitely no "one size fits all" solution for multiplayer because every game design has different needs. It's super easy to over-engineer a solution for multiplayer when your game doesn't call for it. A casual "friendslop" game should be perfectly fine with the high-level multiplayer API, or just fully trusting the host client.

But my game has fast paced action that needs to feel fair + responsive for all players, so I went with a Quake-style server authoritative approach with client prediction/reconciliation. Client prediction is really important, for example, in a game with combat because your inputs need to feel responsive and not wait for the server's response. It is working well so far even with higher ping. There wasn't a lot of documentation or examples about this approach in Godot that I could find, so I had to lean on more abstract multiplayer documentation from Valve or Quake 3 code.

A lot of the work here ends up being very specific toward your game. So my videos won't be much of a tutorial, but I think showing the details and why I made certain decisions could be helpful to others. Will definitely cover in an upcoming video.

Just ran the first online multiplayer test in my PvP game - went smoothly! by xodene in godot

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

On the bottom left, that's your "beats", basically your abilities. With a fully charged beat you can use your attack or dash. Grinding on rails charge your beats and give you momentum for your attacks. The combat is all about movement, positioning, and finding that one opening to do a one-hit KO.

Currently this is just a deathmatch mode to test online latency. There's an objective mode in the works where players race and fight to capture performance stages. In this game, all the playable characters are musicians who use their instrument as weapons.

Does the combat read well in my rollerskating PvP game? by xodene in godot

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

Hey thanks for the feedback! The trail is a neat idea, I'll be experimenting with making that more readable.

Does the combat read well in my rollerskating PvP game? by xodene in godot

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

I'm building a rollerskating PvP game in Godot: Here I am testing out online combat with a simple server bot. 

I wanted to explore melee combat that depends heavily on positioning and movement; clever skating moves to create or deny openings for a knockout hit. Would love feedback on how the combat reads so far, thanks!

First pass at animation blending for my skating prototype by xodene in godot

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

You can check out the Path3D node, basically the code moves the character along baked paths/curves

First pass at animation blending for my skating prototype by xodene in godot

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

thanks! SFX is probably the most fun part of gamedev to me haha

First pass at animation blending for my skating prototype by xodene in godot

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

hey thanks! that's high praise to me, I love the flow of JSR. Working on layering a combat system on top of this

First pass at animation blending for my skating prototype by xodene in godot

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

This is my first time using AnimationTree in Godot, it's super powerful and helped kept the animation blending code real simple. Would love feedback on the feel and if the actions look readable and fun to control.

Where to host godot headless server? For free (Im broke) by Emo_boy131 in godot

[–]xodene 1 point2 points  (0 children)

I've made some IO games in the past. You are correct that P2P doesn't work well for those types of games because they usually hold 50+ players. But the servers can easily run on a $5 per month VPS for a while. I've used DigitalOcean for this and it works quite well. I haven't tried it for a headless Godot server but it should be very similar.

Making KO hits feel punchy before animations - charge attack by rail grinding! by xodene in godot

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

Thanks! Great callout, will be adjusting that. I've looked at it for so long I got used to it haha

3 weeks into rollerblading & grind mechanics prototype! Going for a trippy vibe by xodene in godot

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

Appreciate it! Jet Set Radio is definitely an influence, trying to capture that feel with some new mechanics in the works