Prototype indeed... starting from scratch.


It's probably better for me to start over from scratch and try to use what I've learned to release an alpha version that works more like I want. I've got lots of issues with Godot's default physics engine that can't be fixed until they are fixed and I'd like to get Rapier2D going since it's robust and handles things better in theory, I just have to work around Godot's quirks.  Also, I feel like I've burried myself in plugins. I had the same problems when working with Unity, when I often times find I can get something that more suits my needs and I know what is wrong and can fix it easier. It probably only saves me time when it's a particular situation, like modern AI and complex physics bodies.

None of this technically means anything because no one has downloaded it and played it so it's like nothing ever happened! LOL! I'll get one more "working" version up today and then start on what I've been using to figure out Rapier bugs with the person making the Godot version of it...

(A few hours later, in a French accent reminiscent of Jacques Cousteau)

I've got Rapier2D working well as a replacement so far. The main thing is that I didn't know Godot default 2D physics doesn't calculate mass correctly.  It was fairly easy to take the prototype concepts and redo them. Everything is leaner. It's well organized compared to before and I won't put any C# in until I know I need it. That saves around 100MB of .dlls and I may not need it if I pay attention to the limitations on GDScript. I'm working smarter on the alpha so it won't be as pretty since most of the prototype graphics were ideas and where I wanted to go at the time. The graphics will be more pixel art, at first, to keep the ideas clear and interesting, but pretty sure a lot of things will be Poly2D objects and customized. Started working on the parts for the ship yesterday and have this: 

'Tis wonky butt, but it's there, and only took a while to get the strut system ideas in place. Of course, that's just in the Gotot editor for now but using @tool mode will help define how the in-game editor works since the editor is Godot engine, bonus!

I am still playing with the idea of sprites, but large-scale poly2d is pretty handy and the ultimate direction I'm going I just need a way to make nice outlines that don't rely on the texture of the mesh. I did find a real-time vector renderer but I'm not sure of its validity yet, and I will have to work on how collisions work. If everything is poly-based. It will be troublesome to have equally complex shape colliders, but I will try to find out what I can get away with. I need asteroids to be more chunky and generated. I'm going to rethink story mode. I may not have that until the future world collides with our world as we know it.

Okay, I'm a bit obsessed and need to take most of the weekend off, but I bet I'll be working more on it this morning and into the evening. It's become a passion project even if no one has noticed it.

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