Currently working on a movement-based puzzler in #godotengine. I use twitter for #programming and #gamedev. Posting outdoorsy and personal content on Instagram.

Sweden
Joined October 2012
This is fun! πŸ˜… I think sliding is pretty much done for now. #indiedev #gamedev #godot #godotengine #madewithgodot
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Implemented first iteration of sliding. Next, I will make sure that the player can continuously slide on slanted surfaces. #indiedev #gamedev #godot #godotengine #madewithgodot
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It's been a while since I last posted a progress update. Here's a clip showing climbing, crouching and rolling! 😁 #indiedev #gamedev #godot #godotengine #madewithgodot
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Crouching was a prerequisite for climbing as I wanted it to be the default state when exiting a climb. That way the player can climb up into narrow spaces. I got rolling implemented right away as well as it was easy to code and made jumping around more fun.
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Rolling will be required when jumping from heights to maintain momentum or to prevent incurring damage from a fall.
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I got quite a few movement features left to implement. Some of the ones I have planned are sliding, launching off of low obstacles, vaulting, balancing, swinging and precision jumping.
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Was planning on posting a clip with the new climbing ability earlier this week, but I encountered a game crashing bug in GDScript that I've finally been able to isolate. Will try and see if I can reproduce it in a test project and report it πŸ€”
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Niklas Rosenqvist retweeted
Godot Engine gets AMD FidelityFX Super Resolution gamingonlinux.com/2021/11/go…
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While refactoring, I did some more clean up of the features I've developed so far, and I made ledge traversal work much better for surfaces with weird angles. Also created new debug features to help investigate some issues. #gamedev #indiedev #godot #godotengine #madewithgodot
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Finished refactoring for now. My player script went from 2339 LOC to 446, everything is nicely isolated and much easier to work with πŸ™Œ #indiedev #gamedev #godot #godotengine
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I created a state machine that supports black-box statesβ€”they can operate without knowing of the others. Instead of specifying the next state, they can simply flag for the StateManager to figure out what the next state should be. This way I can maintain really loose coupling.
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Augmentations are what I call similarily isolated features, but that aren't dependent on state. However, a state can disable an augmentation if desired, so that interaction is suspended while climbing or something.
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As states are Spatials I can also place nodes relating to each state under it in the hierarchy and keep it visually isolated as well. Feeling pretty confident this will scale well for this game project.
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Still working on ledge grabbing, but the character class has started to get messy, so I must refactor it first and figure out how to best manage its state going forward. Will try separating everything neatly using a state machine.
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Been at this way longer than I expected now. Knew it might get hard, but this hard? Anyway, got ledge grabbing and maneuvering pretty much working. Still got a bit more to do #gamedev #indiedev #godot #godotengine #madewithgodot
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Niklas Rosenqvist retweeted
So, you don't use Godot yet but would like to use it one day. Which of these describes closest the main limiting factor to you? Please describe in a reply! If you use Godot already, please RT so we get more answers :)
27% Missing features
21% Not enough performance
32% No official console ports
20% Lack of documentation
2,185 votes β€’ Final results
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The twitter client crashed on me when replying to @gamingonlinux article on #WroughtFlesh, trying to help out an indie, and then this happened πŸ€¦β€β™‚οΈ guess I'm famous now πŸ˜‚
Just found out I made this
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