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Thursday, January 30, 2020

Naughty Plot

This post will cover ideas and tips for the more mature game types, however I'll be avoiding vulgar or descriptive bits. Not like I'll ever make one and most of these tips can be used for virtual pet games.

Rub-a-dub:

Touching, poking, or petting is relatively straightforward. Either an invisible collider or area is attached to a bone and may have metadata attached. This attachment is usually set to detect mouse or touch inputs. Using signals connected to a script can turn that input into variable values to change a character's mood. This is usually the easiest mechanic to make, but the longest to perfect.


Designer "pet":

Character creation systems are nothing new, but how they are handled relies on numerous factors. Doing them in 3D is easiest, but layering sprites or using 2D animation skeletons allow customization in 2D games as well.

You'll first want one or more protoform characters without hair, skin color, or defining features. Their looks can be altered easily with textures and extra items (accessories). Shape keys (vetex animations) can be used to define other body features (nose, hands, etc.). Using clothing textures can be faster than 3D clothing, but can have a few restrictions. 3D clothing can allow inside objects to clip outside. With just a few characters, textured clothing offers few benefits, and combining both can be useful. If there are more than ten animated characters, clothing textures can help with lag if you have it.

This mechanic has many parts to it, don't become discouraged if things don't always work as intended.

Pose this way:

Custom poses can be done in most game engines. There are several ways to do it, even if the engine doesn't allow direct access to the skeleton, blending animations can be useful. Godot allows skeletal access and bone manipulation via script and allows animation blending. Creating a pose can be done by making a dictionary, using the bone names as keys, and adding the bone vectors to it.

Poses are nice for a screenshot, but what if you want the player to make their own animations? Godot allows full access to the animation data via scripting, and should be able to create and save an animation. Of course, building and saving the animation(s) would involve even more work, so providing plenty of animations yourself is a good idea.

If an engine does not allow access to animation data, consider hacking your own in with dictionaries or json files. The mark of a good developer is how obstacles are handled, not avoided.


Make the camera dizzy:

Camera controls can range from great to abysmal, which is why I like first-person cameras. For any "pet" game, it is best to center the rotation nodes on the character themselves. Have two spatial nodes for 3D rotation (and rotating them on individual axes) gives the easiest control. Remember to add a camera reset button to reset the camera position and node rotations (in case the player messes up the camera).

Camera zoom can be done either through movement, or changing the FOV. Checking the camera's distance from a specific point (one of the axis or gimbal nodes) allows you to set limits to how far the camera can go.

This is relatively easy to implement.

Mods mods mods:

Creating or adding mods to the game is usually *technically* possible. Since any engine *should* be able to read their own data formats even after compiling. I'm not entirely sure how to go about it in godot, but there is a way to load, modify, and save almost anything within run. The main problem is making sure resource scenes have everything they need and are organized. While I'm not sure how Godot feels about zip files, a json file in a mod folder could help.

Here are a few ideas:

Putting the mod and associated files in a folder with a json file. The json file would tell the game about the mod, resources needed, and type of mod (character, object, prop, scene).

Having a zip file, with a json file. It's really the above tip, but zipped.

Using  self-contained scene file and putting these files in the appropriate mod folder.

Using a scene compiled to a pck file by the engine, however I'm not sure how this could work. This could make mods easier to load.


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Warning: inhibitor 34 unstable


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