jlothamer

joined 2 years ago
[โ€“] jlothamer@programming.dev 5 points 2 weeks ago (1 children)

I checked it out but haven't completed the goal yet. It's pretty good. The simple tutorial in the beginning is enough to get started and after a few restarts, I figured out what to watch out for. It does a good job building tension having to check and sometimes recheck things as you go.

I think the camera needs some smoothing or something. It's not too bad, but doesn't seem smooth to me.

The biggest issue is the download size. 1 GB and so far I've seen the same hall with mostly identical robots. (I got to level 7, btw. So, maybe that's the reason.) I see a lot more in the project files, so maybe this game is meant to be much larger. But even so, why is it so big? The pck file once the download is unzipped is 2 GB!

I've thought about this problem creating a system to save game state. The issue with assigning a UUID works until you have dynamic scenes added to the game at runtime. The nodes in those scenes will all have the same UUID. In the end I ended up just using the paths and saving the fact that the scene that data is being saved for is dynamic. Then the system sees this and re-instances the scene and adds it back to the tree. (A slight adjustment to the path must be made as Godot will create nodes with the at (@) symbol in them, but you can't do that yourself.)

You can see this in action at my demo repo on github.

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submitted 1 year ago* (last edited 1 year ago) by jlothamer@programming.dev to c/godot@programming.dev
 

If you ever wanted to make a game using visibility masking like the classic horror survival game Darkwood, then this demo is for you! In the readme I go over how it works as well as some pitfalls I've found along the way.

If you have any issues or feedback for the demo, please let me know. Thanks!

Godot 4 Visibility Masking Demo on Github