Thanks for the tip! I got it all patched up. :)
PadreMontoya
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Thanks so much! I just fixed the movement using move_and_slide instead of move_and_collide so that it adjusts the angle automatically when you touch walls. (Of course I can't submit it) But you're right, the movement was/is super sticky in comparison. Now I'm breezing through the game.
I'll turn the footsteps down to a lower volume. :)
Working on making the energy rechargers tell all of the nodes to save their state, so it works as a respawn point. The difficulty can be pretty brutal to run it all in one shot.
Thanks for playing!
I've been thinking about something similar for a multi-level classic rogue-like, where you can go up and down between floors and each "level" is actually multi tiered, forcing you to go up and down to finally reach the exit room. E.g. "Ooh, I see treasure two levels down.. now how do I get there."
This totally confirms that I need to make it now. :) I love what you've done.
Thank you FriedChitin! Yes, I really struggled to get Godot to respect both occlusion and shadow casting. I could do one or the other, but not both. I also didn't have time to learn raycasting and check if the target could be seen. So it's a little weird to see an alien behind a door waiting for you. :). I'll fix it later in the week.
The art is whatever I could find on OpenGameArt, since I can't draw. I agree it's a mish mash of stuff!
And totally agree on controls. The first thing in going to code tonight is auto-correction on movement so you don't get stuck on walls. I made a mobile version and it's barely playable with a thumb control.
I appreciate your feedback and I'm glad you liked it! Needed another day to polish it, but at least it has a beginning, middle and end.