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EyeBallTank
Working on Project Nortubel.
https://rentry.co/axmy9

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Joined on 8/24/21

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Updated my game. Also, what's a good way to add "slideshow" types of cutscenes or story segments in a Godot game?

Posted by EyeBallTank - May 7th, 2023


First let me post the update’s notes.

  • Added an oxygen system where both characters have a visible bar that decreases the longer they are on water and resets if they leave water; They die instantly if the oxygen reaches 0 (This feature right now is lazily implemented because i just added “oxygen -= 1” in the code without using a Timer node or even a Yield statement so i should improve this some day).
  • Life system: Both characters share a life and if one dies, the life goes down.
  • Picking up coins adds a new life (Actual number of coins needed and max lives might change).
  • Fixed an issue where the game crashes if the Companion touches the Lifeguard floater.
  • The Companion can use the floater too and when it’s picked up, both characters are affected (There may be some weird bugs because i tried to fix an issue where if the floater is picked while the Player is getting hurt, their hurtbox would still receive damage).
  • Fixed volume sliders being at 0 but not silencing the sounds: Now they’re at 50% which also affects the sounds (Meaning you can see it to 100 just to see how loud it can get); These sliders are still a bit buggy but maybe next time.
  • Changed how things disappear (Keys, doors etc) to avoid yield related statements in code.

Now, about the “slideshow” cutscenes

Think of how older games in general had passing images and text boxes that changed, sometimes over time or others with a press of a button.

This part interests me because these story segments will always be different in each “instance”, not just the images or text but specially the number of images/texts used and even how long a certain image/frame/slide etc stays (Because there will always be more text than images and some images are meant to stay for a few extra “frames” while the next changes).

Another part is the actual controls like moving forward/backward as if the Player was flipping a book or the ability to outright skip a cutscene.

Because a lot of YT tutorials will be more about cutscenes using animated characters and i’m not sure if copying GDQuest’s Godot Slides projects is a good model to follow.

Random example but look at Faselei https://www.youtube.com/watch?v=b-9rELc2eHo&t=62s and just the basic idea of images changing but not as much as the characters’ texts.

Obviously i’ll also need good art for this but a good enough template is a start.

What else:

I hope the next update is about level design revision because of how mechanics are introduced.

I might try to “increase” the levels by splitting parts and seperating them with new areas, so the Player is introduced to mechanics in a better way.

This also means redoing the yellow books by creating more of them with dedicated messages about said mechanics instead of the 3 books i got right now.

With how levels change, i may try some new features like “moving vertical walls/doors” affected by green switches for some gimmicky area or some new type of platforms like disappearing/appearing ones or something that spins.

I also thought of a projectile enemy for the sake of it but a more interesting idea is an enemy that targets the Companion,

Also still haven’t done a save/load system but again: Worried if there’s specific differences between exe and HTML versions to consider.


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