mo

@mo-seven.bsky.social

gamedev 3d trpg in godot

Camera snap & tab target assist for our 3D turn-based RPG made with #godotengine! #indiedev #gamedev Camera snaps to the active unit at the start of their turn. Press a button to re-centre at any time. When selecting an attack target, Tab cycles through valid enemies with the camera following.

Rework of the main encounter camera for our 3D tactical RPG made with #godotengine! Easy to use pan/pitch/yaw control, plus line-of-sight transparency via raycasting! Meshes between the camera and the active unit as well as the selector (cursor) are dynamically transparentised! #indiedev #gamedev

Pre-calculation of pathfinding during animations for smoother gameplay in our #godotengine tRPG! Next-unit pathfinding is pre-calculated during animations on a background thread, so players don't see load delays, even for fast units (200 flying speed).

Major action bar overhaul in our #godotengine tRPG! #indiedev #gamedev Inspired by the cleanest, most straightforward tactical RPG UIs. Actions dynamically filter and categorise, with action pips and contextual input by default. Aiming to avoid annoying popups, clunky resizing, and hidden options.

Implemented weapon & attack registry in our #godotengine RPG! Attacks are generated from data and presented to the player. This clip shows options presented both on attacking and on reactive strike. Attacks and weapons are linked in separate jsons by ID and both easily editable. #gamedev #indiedev

Testing out level creation (using #godotengine editor) & automatic setting of allowed traversal types of cells (e.g. flying, climbing, walking) for pathfinding. Here we built Bob a little house, he climbs up, strides upstairs to the top floor, then goes back down the stairs. #gamedev #indiedev

Grid visualisation in our #godotengine 3D turn-based RPG. We swapped cubes with planes stacked at each grid Y position. Grid lines drawn with shader on each plane, & only show plane at cursor Y pos. Can toggle to draw at cursor, draw whole grid, or hide whole grid. #indiedev #gamedev

Implemented loading/unloading different levels in our 3D turn-based RPG! Made multiple test levels in #godotengine. Here we seamlessly switch between them. And now units can be constructed from visual & data blocks! So can easily define them in levels, and load/save their state. #indiedev #gamedev