Long time no see! Guess what, I have been working a lot on Godot and have a few results. Actually, more than a few.
First of al, I managed to use the animations from Mixamo on my models. Not the optimal solution, but it works most of the time. There are a few glitches when using gltf, more glitches when using fbx, but the overall result is good for a prototype. The export/import is a bit messy lately, even in the stable branch. I have tested the process under 3.2 and 4.0.
The most important advance is that I managed to create a basic item/skill system based on Resources. As I mentioned in my previous post, Godot Resources are the equivalent to Unity ScriptableObjects, thus, I have ported all things I previousy implemented. The items can be equipped, both weapons or armors (still have a serious issue with scale), though cant be used yet, and skills can be used on a target (with no effect yet).
Last, but not least, I implemented the AI system using Resources for the logic blocks. It required to rethink a few things, but in the end, it is very similar to the one made with Unity. Eventually I will be posting some sort of tutorial about this, but right now it is in very early stages and havent been tested under 4.0.
The most recent progress was implementing path following with new 4.0 navigation features. Took me lot of guessing and I have to confess that I dont know how it works. I can click on the terrain, a simple plane made with Blender, and move the character there. The little demo in the official site doesnt helps too much, most of the code was ported from 3.2. Again, I will post a tutorial, but not soon and neither can ensure that This is the Way.
Now a note about Godot master branch, that will become 4.0. I have been using it for tests, but I recomend to avoid it. Lot of interesting changes are landing there every week, but a few things are broken. It is obvious, is the unstable branch. Dont be like me, be patient. But if you are planning a 3d project, consider that afew things will change, like the aforementioned brand new navigation system. Maybe in 3-4 months it will be usable, or even alpha. Stick to 3.2 if you are working in a 2D project.
First of al, I managed to use the animations from Mixamo on my models. Not the optimal solution, but it works most of the time. There are a few glitches when using gltf, more glitches when using fbx, but the overall result is good for a prototype. The export/import is a bit messy lately, even in the stable branch. I have tested the process under 3.2 and 4.0.
The most important advance is that I managed to create a basic item/skill system based on Resources. As I mentioned in my previous post, Godot Resources are the equivalent to Unity ScriptableObjects, thus, I have ported all things I previousy implemented. The items can be equipped, both weapons or armors (still have a serious issue with scale), though cant be used yet, and skills can be used on a target (with no effect yet).
Last, but not least, I implemented the AI system using Resources for the logic blocks. It required to rethink a few things, but in the end, it is very similar to the one made with Unity. Eventually I will be posting some sort of tutorial about this, but right now it is in very early stages and havent been tested under 4.0.
The most recent progress was implementing path following with new 4.0 navigation features. Took me lot of guessing and I have to confess that I dont know how it works. I can click on the terrain, a simple plane made with Blender, and move the character there. The little demo in the official site doesnt helps too much, most of the code was ported from 3.2. Again, I will post a tutorial, but not soon and neither can ensure that This is the Way.
Now a note about Godot master branch, that will become 4.0. I have been using it for tests, but I recomend to avoid it. Lot of interesting changes are landing there every week, but a few things are broken. It is obvious, is the unstable branch. Dont be like me, be patient. But if you are planning a 3d project, consider that afew things will change, like the aforementioned brand new navigation system. Maybe in 3-4 months it will be usable, or even alpha. Stick to 3.2 if you are working in a 2D project.
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