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(+1)

Update #1

Still haven't decided on how to simulate the underwater animal movements  - I'd like them to cruise lazily at a certain depth, then occasionally dash towards something (maybe something appetizing ?) and change direction and depth at random intervals - not too erratic though.  I'll need to give it a bit more thought but will leave this for later . 

Also, I've struggled a lot with handling collisions in the way I want.  The sub now collides and  "loses" player control for 3/4 of a second as it bounces of the obstacle and takes damage. I'd like the creature to respond by swimming away when this happens too. My understanding  of Godot's KinematicBody2D collision model is that after it moves_and_collides() one must handle both the response of the moving agent and the body that was collided into - It seems to me that this code has to be done twice  in mirrored fashion (for both sub and creature move_and_collide())

Another frustrating thing I've struggled with is not being able to flip the collision shapes whenI flip the sprites on my game objects .  Tried using :

apply_scale(Vector2(-1, 1)) 

and 

set_scale(Vector2(-1, 1)) 

on the collisionshape2D for an horizontal flip without success (strange behaviours encountered). If somebody knows how to do this correctlky, will be much appreciated.

Also learned a lot about colision masks (applied them) and also tring to put signals into my objects to reduce coupling.

so far today i've got:

  1. smoother sub movement
  2. area2d to smulate the "camera ready" in proximity of a creature
  3. crude creatures movement
  4. basic HUD with damage indicator
  5. player damage logic
  6. better sub collisions handling
  7. physics collision masks

Here you can see I've used Godot's colliision shapes debug views - specially the "camera ready" around the sub.

I'm exhausetd! tomorrow will keep going. Quite amazed at the amount of creativity I've seen by other game devs so far.

Until next time!