Crossbow hit scanning and idea for simple player detection
Crossbow
I've been thinking about if hit scanning or using projectile objects would be a better way to approach using the crossbow. The crossbow itself are already a full-retro, animated sprite on the screen, so I can always draw some extra effect for indicating when the projectile leaves the weapon, so I went for the hit scanning - for now.
To test is, I sketched a simple ghost enemy sprite and test level, then made a scene for the Ghost itself.
Note: Ghosts are the basic monsters in the game. They are basically humans corrupted by the effects of the cataclysm that made most of the Earth a dark wasteland. No one really knows if they are mindless zombies or has any capacity to actually think or remember their past life. They have some dark, ectoplasmic particles around and on their bodies, but they maintains a fully physical, shadow like form.
I try to keep things as simple as possible to make the most out of the 2 week timeframe. So far, it seems like the shooting will work.
Detection
As for enemies detecting and chasing the player. I've been working on a prototype of a 2D game where I implemented a "patrol | notice player | chase | search | back to patrol" flow and it worked - with minor bugs.
In 2D I used ray casting to detect the player in eather to the right or to the left...but since this is 3D things get a bit more complicated.
Because I don't wanna cast 360 separate rays or doing 360 casts for the same ray I think enemies will have a detection area. If the player steps in, the enemy casts a ray right in the direction of the player. If it hits a wall or something else that can hide the player, nothing happens, but if it hits the player, then the player detection is basically done.
"Roadmap"
Speaking about a roadmap in a 2 week project is a little bit exaggerated, but I want to have an overall idea what and when I should implement.
For this first week prototyping will be the focus and on the second week I'll focusing on modelling the levels and basically placing together the implemented pieces. I want to start the second phase on the weekend right after the prototype is done - or sooner if everything works out really fast.
Get ShadowStalker
ShadowStalker
64x64 FPS for LOWREZJAM2022
Status | In development |
Author | Atanii |
Genre | Adventure |
Tags | 3D, First-Person, Metroidvania, Pixel Art, Singleplayer |
Languages | English |
More posts
- First playable versionAug 13, 2022
- Adding sounds, explosive ammo, testing maps...Aug 13, 2022
- Slowly putting the pieces together (very short devlog)Aug 11, 2022
- More or less a break dayAug 10, 2022
- Again...still modelling, but with some programming as wellAug 09, 2022
- Still modelling the Dead City (very short devlog)Aug 08, 2022
- Modelling the city level, making new textures, modelsAug 07, 2022
- Working on the textures for the Dead City (short devlog)Aug 06, 2022
- Multi-phase boss fight, pickable items...Aug 06, 2022
- Connecting objects (eg. destroying a fuse box to open a door)Aug 04, 2022
Comments
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Nice job! I think the ray casting is a good choice, and I like the detection zone too. I'm interested in see how the enemy behavior turns out.
Thanks!
Since it's 3D I'd like to stick to simple solutions and ray casting seemed to be the best and most efficient.
I'm a bit concerned for the enemy about the walls and similar "path-finding" stuff. When I implemented player chasing in 2D there were no obstacles...but in 3D there can be easily a pillar or a higher wall and the enemy should avoid hitting it - assuming the specific type of enemy is clever enough to do so.
I've never done any pathfinding so far in games so I'm courious what solutions I can find for Godot.
Cool- I'm also in the same situation. I'm experimenting with the AStar stuff in Godot. I'm setting up a grid of points, and then connecting them together. Then I find a path from one point to another. There's a youtube video I found that explains it pretty well by jmbiv.
I found that tutorial as well.
Between the very static NavMesh and Astar I think I'll go with the AStar solution. Feels more flexible and more like a good industry standard for games I can utilize later on in other projects as well.
Yeah, you can definitely make use of it in a lot of different types of games. Looking forward to seeing how your progress goes!