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 ).
This video shows what I got so far: the gameplay basics working.
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
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.
Lol, this looks awesome! Animations look seamless and very good— controls and the overall aesthetic look very fun
Seriously really cool, reminds me of Warioware and Boogerman, even if you change the name later, Fartboy is memorable and catches attention really well
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?
@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.
I’ve been working on some objects and their interaction with the player. There are a few bugs I want to fix before proceeding to a full level design, but I think the basics are ready. So, the news:
HUD: We’ve got a HUD, and there is a stamina bar (or a “fartometer” as I like to call it ). The player will be able to “air jump” a limited number of times and recharge only after landing on the floor. He’ll very likely start with just a few and increase them along the way.
Items: I’ haven’t decided which items he’ll collect, but the mechanics are working. The idea is also have a special item that increases his air jump count.
Traps: There are spikes and saws that kill the player when he touches them. Spikes have 2 states and can be static or cyclic.
Switches: There is a switch system (working only with the spikes for now) that I intend to use it with a lot of other obstacles. It can alternate between activated/deactivated or set a fixed state.
Springs and portals: Objects that teleport or “kick” the player in a given direction with specified intensity.
That’s all for now. On the next days I’ll be working on those bugs and a few cosmetic issues. I hope you like it!
Awesome job!! Looks really fun, I really cant wait to see more updates
I am really happy about this project, I am genuinely enthusiastic about this, Go Fartboy!
Haha, looks awesome. I love the fart count on the bottom left. Maybe instead of the farts automatically replenishing, you could collect cans of beans or something like that to replenish the farts
Just an idea, I’m sure you already have lots of them.
Looking forward for more updates on this!
What do you have planned for environments? The portals give it kind of an otherworldly feel, or maybe it’s all just Fartboy’s childish perception of the world?
@amarc:
Thanks! I want to make him start with just a few farts and then increasing it as he collects items. It’s also in the plans to include some power-ups and different mechanics, but it’ll need a lot of testing before I decide.
@phoenixdk:
Thanks! I’m thinking about a very simple storyline, an excuse for the game itself. It should include everyday objects and furniture but also a few magical elements to fit a kid’s imagination… so, yes, you can say it’s more about his perception of the world.
I’ve been busy with work and other stuff, so I didn’t even see these 2 months pass by!
Anyway, I’m back with a new update. This time I worked a little more in the HUD, overal visuals and sound fx. I tweaked a little with the camera and materials and the fartometer got revamped. Also, the stages will have a timer and bonus items for achievements (they’ll be harder to find than in this video). Here’s a ‘demo’ stage showcasing everything:
I love this! But here’s a tip, don’t take too much inspiration from people especially nintendo. Anyways I love how satifing it is to jump and play the game. I recommend you should keep like that if you are willing to sell the game. How is the storyline looking like thou?