3D Platform/Collectathon game (a.k.a. "Fartboy")

Hey guys,

I’ve been studying Godot for the past months and my first project is gonna be a 3D platformer in the likes of Super Mario 3D Land and Sackboy games. I’m a 3d animator trying to migrate to the technical field so my main goal is to create something with smooth controls and charismatic animations to showcase.

I’ve come up with this character after playing with jumps and particles. I haven’t decided about the colors yet (and probably, I’ll change his name later :grinning_face_with_smiling_eyes: ).

This video shows what I got so far: the gameplay basics working.

11 Likes

Movement looks smooth! I really like the animations. Will keep an eye out for updates.

2 Likes

You had me at Fartboy.

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Thanks! I hope you like what’s coming next!

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You had me at Fartboy.

That’s the spirit! :joy:

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Love the movement, full of character already. I sorely hope this game will have a fart tech tree, or at least fart pickups. Each of us with a microphone will all chip in for the sound effects :slight_smile:

4 Likes

Thank you! I’m not sure about an entire tech tree, but I have a few abilities in mind.

Each of us with a microphone will all chip in for the sound effects :slight_smile:

What a mess that would be! :rofl:

2 Likes

Hey, everyone!

I’ve been working on the player dash/attack ability and camera behavior. There are zones (Area3D objects) and as soon as the player enters them, the camera changes to one of the 4 possible behaviors: follows player everywhere, follows pointing down, follows pointing up and do not follow in Z axis.

The attack uses a target system to help player hit the objects (enemies or obstacles). You can dash past the objects unless they are inside the tolerance area. This will help the players no to miss too much.

Also, there are 3 possible outcomes for the player-object interaction: dying, bouncing or bouncing and destroying the object.

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The movement continues to look great :slight_smile: Looks like the air control is good too, which can be a challenge with this perspective.

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Lol, this looks awesome! Animations look seamless and very good— controls and the overall aesthetic look very fun :slightly_smiling_face:
Seriously really cool, reminds me of Warioware and Boogerman, even if you change the name later, Fartboy is memorable and catches attention really well :+1:

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Looking very fun!

Basic question: for the character leaning to the side they’re turning when running, do you rotate bones through code, or do you have versions of the running animation leaning right and left and blend between them?

1 Like

Thank you, guys!

@amarc I used code for that. The rig itself is a child of the Tilt Pivot (yellow arrow pointing up), which is a child of the Rotation Pivot” (blue). Separate is the Delayed Pivot (pink), which copies the rotation of the Rotation Pivot with a little delay. Then I convert the angle difference between Rotation and Delayed Pivots to an angle for the Tilt Pivot. The bigger this difference, the more he leans.

4 Likes

Very cool, thanks!

1 Like