Skip to main content

Some progress lately

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.

Comments

Popular posts from this blog

Isometric camera with Godot

Took some effort and some of my sleep hours, but at last, I made it. Here is my first videotutorial: implementing an isometric camera in 3D, with Godot. Useful if you want to emulate the look of old classics like Fallout 2, but with some extra features. Considering that my voice is not so nice, and my english pronounciation is even worse, I also added texts to help you underestand what Im saying. You will also notice some background noise, but cant do anything to solve that. Any suggestion is welcome. Expect another tutorial soon.... or sor tof. This time, will be about my AI system.

Unity3d isometric camera tutorial

I had pending this since a month ago, so Im forcing myself to post it today. The goal is to provide a fully functional isometric like system that you can use with few or none modifications in your own game. So, lets get started. Start Unity3d and in your scene, add an empty GameObject, we will call it target . Create a camera object and drag it to target to make it child. The result looks like this: Now select Camera and set the values to this: For a true isometric like feeling, ortho projection is essential. You could use perspective, but it is not the same. Play with Size to suit your needs (we will be using this later, when implementing zoom). Now, lets create an script named CameraController, or whatever, and drag it to target GameObject. Lets implement scrolling, the easier part: go to Update() and add the following code: if (Input.GetKeyDown(KeyCode.W)) {             dir = UP;         } e...

Tutorial: building a modular character

Building character models with body parts have been an obsession for me in the last weeks. I have googled, asked, googled, and asked again, played with Unity3d editor, tested code, and so on. You can see the result of my work in the previous post . First of all, I have to say that what I achieved is mostly derived from this thread and the sample posted there. My code is a copy&paste of that sample. Also, you can find a more extense solution in this Gamedev.net forum thread . First, lets start with the model, which obviously, is divided in the required sections. Lets say we have head, torso and legs. Each part must be exported to a separate fbx file, but it must include the skeleton. Then, export the skeleton without geometry to another fbx. Im going to assume that you want to instantiate all components, and even player, at runtime, from a  C# script (no Unity editor involved, except for creating prefab an position marker), so, we will place the sections, the skeleton and ...