Testers for Godot engine adventure game experiment

Started by StillInThe90s, Fri 15/04/2016 22:31:49

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StillInThe90s

In short:
I have been trying to put together a classic adventure game framework in the Godot game engine, and made a small tech demo for testing purposes. It basically consists of the intro part from a game called Camp 1, previously released using the AGS engine.

What I need help with:
I would love to get some feedback on the mechanics and how the different screen settings work on other people's computers.
Note that gameplay is not a priority at this point.

The project can be found HERE. PM me if you are interested.
Send your feedback/thoughts in a PM.

Thank you!

Edit: Last update 19/4 (v1.0.5)

Danvzare

I've not played much, just the first few seconds, but here are my first impressions.

Overall, it seems to work very nicely.
There did seem to be an annoying delay between when you click on something, and when the interaction for it runs. Just clicking on the sky a few times in quick succession should show what I mean.
When I clicked on the note button which told me it didn't work, my cursor was moved to the top right of the screen. It was mildly annoying.
Lastly, the character seems to glide everywhere, but I think that has something to do with the lack of bounce in his walking animation.

Sslaxx

Asked about this on Godot's forums, Facebook page etc.?
Stuart "Sslaxx" Moore.

Monsieur OUXX

#3
If you would be so kind as to describe :
1) The features of your framework (in particular, the pathfinding and clickable areas : vector-based or bitmap-based?)
2) Your management of pixel art. The weakness of such engines is usually to mix low resolutions and high resolutions -- making it possible to move low-resolution sprites by fractions of pixels (nobody wants to move their sprite half a pixel up or down) and introducing unwanted bluriness.
3) The licensing of your framework. Will you release it free of rights? For commercial games too?
 

Danvzare

Quote from: Monsieur OUXX on Wed 20/04/2016 13:28:23
The weakness of such engines is usually to mix low resolutions and high resolutions
I honestly don't get why so many people don't like the mix of low resolution and high resolution pixel art. Personally, I rather like that effect in modern indie games.

Sslaxx

Quote from: Monsieur OUXX on Wed 20/04/2016 13:28:233) The licensing of your framework. Will you release it free of rights? For commercial games too?
Now, there was a guy who had posted on the FB group for Godot a demonstration of a P&C engine he was working on, GPLed. Wonder if this is the same guy?
Stuart "Sslaxx" Moore.

StillInThe90s

Oops! I totally missed these posts. Sorry everyone.
So, slightly late reply:

@Sslaxx: Posted on the new godot forum, but it is not very active. At least not yet.
Quote...Godot a demonstration of a P&C engine he was working on, GPLed.
This project will not be a separate engine, rather a godot template for p&c games. There was no talk about license, so you may be thinking of a different project.

@Monsieur OUXX: 1) The idea was to use the engine's built in functions to implement the most standard classic adventure game features. Some of this worked really well and some was more problematic. The engine has a lot of assets for making all sorts of things but much of it is poorly or not documented at all. The framework currently features most of the common functions in p&c games, enough to make a demo based on an AGS game. It can display dialog with different characters/portraits (but only preset dialog, i.e. no dialog list/choice-system yet). Inventory seems to be working well (GUI, add/loose, change cursor, interactions/combinations etc.). Walking is using built in path finding and animation functions, although it is not general enough to control more  than one character. Cursor has a mouse-over text attached to it which corresponds to a type of hotspots. The hotspot system is based on resizable boxes but the engine apparently has a kind of mask-image importing system that I have not tried out. The save function is a pretty crude one-slot system atm. Other features are of more under-the-hood character I guess.
2)Godot handles pixel art pretty well, better than Unity in my experience. But blowing up e.g. 320x200 to full screen results in irregular pixels here and there on my screen. I included a few experimental screen settings in the demo's in-game options that allows windowed mode, fullscreen and fullscreen with godot's filter and stretching. All settings are moving sprites in-between pixels but they always stop "pixel snapped", so there is no ending up half a pixel up or down and it does not blur the sprites. The filter/stretch mode removes any irregularities but makes any sprite scaling use the wrong resolution, much like the direct3D problems AGS is suffering from (and surprisingly few people seems to care about :-D @Danvzare: Sorry, but I'm with OUXX on this one...). So, I suppose it is a matter of taste whether you like the absence of "real" pixel snapping or this compromise.
3) Well, don't hold your breath... The aim was to make a framework that other people could use but I am afraid my programming skills just are not up for it. The code is a messy patchwork atm. and although it is getting cleaner, I doubt I could make it free of pitfalls and general enough to be useful to other people. Having said that, I have learned that other people apparently are working on very similar frameworks in godot. Let's hope they are better programmers then me. :)

You can find the Apr 19 build here, if you feel like giving it a spin: LINK


@Moderator: Apologies for this massive rant. Feel free to move this thread/post if needed.

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