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(Airship Trader) Dev Blog #2 - I Broke the Movement and Made It Better

(Airship Trader) Dev Blog #2 - I Broke the Movement and Made It Better

PixelAssembly
PixelAssembly
PixelAssembly's Blog · · 2 min read
62 0

While I was working on the controller setup yesterday, I noticed that the way I had envisioned the movement mechanic wasn't actually very dynamic. It was rather mechanical.

I didn't like it, so I decided to overhaul the movement system and try to make something that is actually fun to play.

This also means that controller is now the main control input instead of mouse and keyboard. That's something I can easily add later, though.

And honestly, it is way more fun this way now!

Digging Deeper

Changing the movement system meant quite a bit of digging and research on the internet. I also used AI as a sort of mentor when I got stuck with my code and couldn't figure out why something wasn't working.

The new movement code is a bit more involved than what I am currently capable of creating entirely on my own. There are still a few parts of it that I need to properly understand, so I have some more reading and learning to do.

For me, the important part is understanding what the code is actually doing. I don't want to just copy something that works and move on, so I try to figure things out myself first and use AI mainly when I am stuck or need something explained.

Something That Looks Like a Game

To take a break from the technical side of things, I started creating an actual sprite for the ship and the first obstacles like houses or a factory.

They are still very much WIP, but it is nice to finally see something that resembles the game I have been imagining.

The ship can also now collide with the obstacles. When it gets hit, it vibrates to indicate that it has taken damage.

Building the World

Today, I am diving into the landscape.

I want to try creating it directly in Godot instead of making it in Illustrator and importing everything. Hopefully, this will save some resources and make the whole thing more performant and efficient.

This is another area where I am still figuring things out, so I am taking it one step at a time and seeing what works.

It's Starting to Feel Like a Game

All in all, things are starting to come together.

The movement feels much better, I have the first actual art in place, the ship can collide with things, and now I am working on the world itself.

There is still a lot to figure out, and I am sure some of the things I am happy with today will change again tomorrow. But that is part of the fun of making this thing.

For now, I am happy with where it is heading.

Back to the airship.

Follow the game and come aboard for the voyage!
I’m also happy to hear your feedback!

https://gamedev.net/projects/387-airship-trader/

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