Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Devlog 1 - Lunar Bastion (working title lol)

A topic by ACB_Gamez created Nov 08, 2020 Views: 411 Replies: 4
Viewing posts 1 to 3
Submitted(+1)

Check out my devlog for this game jam if you have time, lmk what you think.
(1 edit) (+1)

I am working on a tower defense title too, but with a catch. I read another thread that someone else is doing a tower defense with satellites. We should have some good tower defense entries in this jam. I can't wait to give your game a try. The design looks really good!

Also, if you need some help with trigonometry in Godot, let me know. The Godot unit circle is very unconventional, firstly because it's flipped along the horizon, but also because the Godot devs flipped the positive semi-unit-circle along the y axis, but not the negative one, iirc!

What this means, is that you need to hard code smooth transitions for the edges of each quadrant with angle offsets like [0, 270, 180, 90] and offset the offsets with -360 when your y position is negative (above the origin) iirc.

Submitted(+1)

Awesome Im excited to play your game.   And yeah I eventually figured out the Godot unit circle was different after a lot of pain haha.  I wish they were more clear about that in the doc

(+2)

Depending on how you wrote the code you could use linear interpolation or lerp() functions to smooth the rotation of the towers in godot

Submitted

Yeah I used lerp_angle().  Im not a big fan of lerping though because it seems to approach an asymptote near the final value rather than ever actually reach the final value.  But I try to use built in functions rather than writing my own for complicated-ish stuff like that because they probably wrote that function in C++ and it will have better performance.  

I also wanted constant movement, whereas lerp is faster near the beginning and slows down near the end.