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(+1)

I'm impressed you got hand tracking working with Godot on web in such a short amount of time! I had to adjust my angles and lighting a bit to get it tracking well, moving back from my camera and making sure my hands were clearly visible to the camera, but it's not my first rodeo.

I wasn't sure how my hands were influencing the environment. Literal handwaving worked well enough though, and I was able to get through the game. I can see from the video playthrough that I missed a bit of intended gameplay. I also found it unintuitive to have them mirrored, when there was a 3d environment with depth to navigate.

For the text, the story/hints mid-game about what to do go by too quickly to read and benefit from. I'd also suggest saving the fancy font for short bits of flavor, and using an easier to read font for any full-length sentences.

Now that you've got the system working, I bet you'll be able to do some real cool stuff with it, given a less absurd time constraint :)

(+1)

Yeh I actually had depth in there as well initially as the data is there, but it just didnt translate well into the 3d space. And yeh the game itself in the end is pretty small as most of my time was spend on getting the hand (and gesture) tracking to work well and then to translate that into 3d OMG, rigging hands and all the math needed to translate 2d landmarks in relative space into proper coordinates for two hand armatures... pfff... That were some crazy late nights :)

But yes exactly, now its there I can make the hand movement more smooth (I disabled the 2d visualizations but form there you could see that the hand tracking itself works ver well, its just hard to translate it well into 3d bones).

And yes was all very last minute, so dialogue text goes by too quick, and also doesnt align well, etc, but hey its there! :D