Devlog 2021-11-07

  • Messed around with tool scripts and plugins to get a better feel for them
  • Built a blocky first person shooter

Castle Escape 3D!

I have harnessed what was previously only hypothetical: a THIRD dimension for video games. You can play the result, Castle Escape 3D, online.

Tooling

I actually wasn’t going to make a game at all this week. I figured since I’d made 4 in the last two weeks, I could take a breather for the week and instead delve into looking at building tools for Godot. I messed around a bit, figured out how to add novel UI to the editor, and then felt the itch to just make a game instead. I still learned quite a bit, and realized that I had been using plugins/addons incorrectly for Black Mountain. So, toss that on the pile of things I need to clean up when I get back to it.

Escape the Castle

I was a kid at just the right time for Wolfenstein 3d and Doom to be a huge deal. We also had the shareware version of a lesser-known cousin to those games, Catacomb Abyss, which captured my imagination – look, I’ve been a Tolkien nerd since before I could read – in a way that nazis and sci-fi demons didn’t quite manage. It certainly isn’t a better game, but I do love fantasy shooters, and I feel like they’ve always been an underserved market.

Anyway, so I had the 3d Catacomb games in mind a lot while I was building this game. I decided that, for the sake of speed, I would build the levels (which, in the end, was only one level) out of blocks, just like that era of game. I actually re-used some of the tiles I drew for the platformer a few updates ago, but drew lots of new art as well, probably more than I should have. The hand (based on a photo ref on my own hand outstretched toward my computer monitor) is probably some of the best work I’ve done for these games so far.

I ran into a few hiccups. In no particular order…

The HTML export didn’t work out as well with this game. It’s been great with the 2d games, but this one seems to have a bit of hitching that isn’t present when running on the desktop, and there were some texture glitches. Nothing game-breaking, but unfortunate. I also didn’t actually spend any time trying to troubleshoot those, so maybe it would be easy to fix.

Importing textures in 3d defaults to importing them in “Video RAM” format, and filtered. This probably makes a lot more sense when you’re not using pixel art for textures. The real lesson here is, if you’re going to be importing a lot of art that matches in style, use the “Set As Default for X” feature (under the Preset menu in the Import tab). Don’t just keep redoing it manually like a dumbass when you’re trying to build a game in two days.

GridMap is the “3d tile map” primitive that Godot offers. It’s actually really cool in a lot of ways but in a few specific ways it is not so cool. Its UI is kinda bad; in particular, its tile selector does not show you tile IDs anywhere, even though their integer ID is the only way that the rest of your game is going to be able to refer to them.

Similarly, it’s really cool that you can set up a scene with a bunch of meshes and some collision data, etc, and then import that as your MeshLibrary (“tileset”) for use with GridMap. What is less cool is that it centers every one of those meshes, even if they are not supposed to centered in their grid space. If you double-click the MeshLibrary .tres file after the conversion, you can manually modify the offset for the each mesh – but next time you create the MeshLibrary by converting your scene, it will throw that away. Also, if you rename one of the meshes in the source scene, it will not get rid of the one from before and will instead just add a duplicate with a different name. (It’s possible you could leverage this second bad behaviour to work around the first? It’s annoying that you have to, though.)

I use billboarded sprites a fair bit in this game. It took a while to get the rendering just right, and it turns out that you probably want bill boarding turned on (I used y-locked bill boarding throughout this game, I just prefer it) and you also want to set the Depth Draw Method to “Opaque Pre-Pass”.

And So On

Not sure what I’ll work on next. Maybe I’ll actually take a week off from making games? Maybe I’ll actually make something smaller and easier like I keep intending to, rather that making something more complex each week? Who knows. Have a good one!