Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+2)

Nice atmosphere and the plant models look very intimidating. Very fun game.

I got stuck at wave 12. No more enemies would spawn and I couldn't interact with any bed.

Great 1st person controller, very smooth on stairs and walls. I see you have used Jolt for physics. Any tips or resources on implementing 3d 1st person controller with Jolt?

(+1)

Yea unfortunately, waves 11+ have the potential to spawn 0 enemies, but I'm glad you liked the game! I plan to get waves work endlessly post jam, already had 2 critical bugs I squashed after time was up, along with the 50 others in the last 24 hours, lol. Jolt is cracked! It helped a lot with reducing lag, but I don't think we changed much from default settings. For the FP controller, I'd say start with a simple Raycast, and the ability to move around the scene in 1st Person. There are a lot of basic templates to use as a guide for this part. The animation and weapon firing were the main focus of Xandruher and Plexsoup and they did spend a decent amount of time getting the char to look smooth and effective, they can help you further with that, but my best tip if you prefer functionality is to keep it simple :D

(+1)

Thanks for the reply! Very helpful.

(2 edits) (+1)

Thanks for playing

Honestly, I think we used the basic FPS recipe from KidsCanCode. We put that in on day one and it worked fine with Jolt. Never looked back. Jolt doesn't support an endless ground plane, so we had to switch to boxes, but that was the only thing I even noticed with respect to Jolt.

That said, we don't have a lot of heavy physics. Plants are static bodies. Enemies are CharacterBody3D's. We switched some of our bullets from Area3Ds to RigidBody3Ds, so that might be a bit taxing. Jolt seems to handle it well, but I suspect the default physics engine would be ok too.

The tweaking was all about recoil and reload speed, quantity, damage, animation trees, blending animations, and animation timing.

I had trouble getting bullets to aim at the reticle, so I ended up putting a marker some distance down the raycast and made the bullets look at that before moving. (Which caused us all sorts of problems when we realized that plants and enemies were shooting at the player's target as well, because of our inheritance and me messing with the wrong script.) ((Parents, never let your kids give targeting or aiming behaviour directly to bullets. That code should have been in the gun itself. Lesson learned.))

(+1)

Much of the movement are just animations I set to blend mode. prob. that made it to you.