Chapter 2 in development


Chapter 2 is well on it’s way to completion. It’s basically just missing a couple of planned gameplay elements and testing + finetuning. Here’s to hoping Chapter 3 and 4 get done as fast as this so we can complete the game by Christmas 2022!

There are a couple of points that I’ve learned or wondered about developing this game.

  • It seems Godot gridmaps’ navigation meshes don’t at this time at least (version 3.5.1.) support a “tile-based” gridmapping system. The navigation areas don’t seem to connect at all, no matter how I configure them, so I’ve just settled on making navigation areas manually, which does take up a ton of time. It seems that the navigation works within a single Gridmap cell, so bigger cells containing navigable environment are still viable. (Just doesn’t work within this structure at all, although I’ve wondered if I should have just modeled the maps in Blender and then exported them, or something.)
  • I also used a Gridmap to place furniture in the maps - this works sort of, but Gridmap only allows placement of models, so you can’t embed an Omnilight for example in a lamp model and then see it work when placing cells in the Gridmap - you still have to place the Omnilights separately.
  • I debated whether or not to create a Prop scene for having generic props with a collision box around them - but since many sprites I’ve used are not all the same size and they wouldn’t make sense to be same size in game, and all of them would not have a collision box, I’ve just settled on adding Sprite3D-nodes to the maps, and collision meshes and other stuff as necessary. The candle sprites for example have Omnilights associated with them, but no CollisionMesh.

Embedded are a few screenshots from Chapter 2. Stay tuned for more updates!

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