Looks awesome! Thanks for sharing :3
atornity
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1. it allows your camera script to exist without having a reference to a player. Which might be useful sometimes.
2. camera node does not have to be a child of the player node (although it can still be if you want)
3. for first person games, it allows you to attach a legs/feet mesh to your player without it being dependent on the rotation of the camera.
4. for third person games, it allows for more smooth camera movement where the camera isn't actually attached to the player (2). It also allows the player to have a different rotation from the camera which is very common for third person games.
5. it allows you to use the same camera script for first person games and third person games. (and other types of games probably)
It's all kind of small benefits that can be easily worked around. In the end it comes down to personal preference more than anything :3
also, the code you refered to "camera_rotation = look_rotation + recoil" is not the real code.
the actual code can be found here:
https://github.com/atornity/godot_recoil_system/blob/master/scripts/camera.gd#L7...
just in case you didn't know :3
glad you liked it! I see you figured it out already witch is great. The way I would do it is a bit different.
for move left/right I would use "camera.basis.x" as the move direction. for forward/backward I would use "player.basis.y.cross(camera.basis.x)".
which might look something like:
var input: Vector2 = Input.get_vector(...) # replace '...' with move input mappings
var forward_axis: Vector3 = player.basis.y.cross(camera.basis.x)
var right_axis: Vector3 = camera.basis.x
var move_vector = input.x * forward_axis + input.y * right_axis
player.move(move_vector * speed)
I personally prefer to keep the camera rotation completely separate from the player rotation but that's completely up to you of course :3
you can try my recoil system on itch now: https://atornity.itch.io/godot-recoil-system
this looks promising so far. I'm digging the lo-fi art style.
I'm not a huge fan of the recoil system. It feels quite shoppy and if you shoot a bunch without moving the mouse, you'll actually end up pointing bellow where you did initially.
coincidentally, I've actually spent quite a lot of time making a recoil system myself and I have learned (and cried) a lot.
here's a godot version: https://github.com/atornity/godot_recoil_system/blob/master/scripts/camera.gd
hope this helps in some way!
this was really hard, I almost died IRL..
Very well polished gameplay, It's super satisfying to murder drones. I would have liked to see some kind of health pickups maybe, or a different enemy type. The sprites and sounds are all really good, and there's a nice contrast between different gameplay elements. I like.
There is not much story but the short introduction tells me all I need to know.. I managed to keep the ____ safe for 690 points.
as for the theme, the premise is certainly a scary one.. I dunno what I would do without ____- although I wasn't very scared while playing it, I was just having a great time killing robots..
gameplay: 22x 🤖 and 5x 🔥
presentation: 9x ✨
horror: 5x 😱
thick: 3x 🐑
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oh wow, I must have missed it - I was playing on my iPad so that's probably why I didn't hear the music :) I'll try again when I'm on my computer (which is now, I'm saying I will try it now)
edit: yes I hear it now, It works, can confirm. It's very simple(the music) but it does a lot to set the mood for the game. I'm looking forward to your future projects <3
This was a very relatable experience. A facinating journey through the neverending labyrinth of life. Equipped only with the power of our imagination we are tasked with the impossible goal to paint the plane walls surrounding us with positivity and happy thoughs. Our efforts is however futile because we are all alone in this maze and what is the point of happiness if we have no others to share it with?
A nice start for a future game. I would do some work on the player controller as he was kind of bouncing off walls and shiz which weirded me out. Also the bullet physics was super strange. Did you have a wind system in place? If so, that could actually be cool if you demonstrated visually which way the wind was blowing in. With like tiny wind particles or something. I'm glad you submitted this despite it not being finished, hopefully you will know better how to organize your time in the next one. Good luck with your future games! :)