KoBeWi / Metroidvania-System

General-purpose framework for creating metroidvania games in Godot.
https://godotengine.org/asset-library/asset/2301
MIT License
1.09k stars 53 forks source link

Collaborating on a 3d port of this system? i have ideas to use the new course by bram (once its done and this as the foundation of a 3d metroidvania kit) #11

Closed AlshaiDerigar closed 5 months ago

AlshaiDerigar commented 11 months ago

looking to collab im really interested in making a 3d metroidvania kit for godot and you got the logic for the maps the really only thing that would mostly be different is to slopes as well as the z direction for rooms

KoBeWi commented 11 months ago

My plugin can already be used for 3D games, if the environment is not "full 3D" i.e. somewhat flat floors loosely aligned to grid.

The code can be adapted for 3D (player position is already Vector3i, because layers exist), but the most difficult part is the editor and map representation. Not sure what collaboration you have in mind. Feel free to use the code of my plugin as a base (it's open source after all) and I can give some advice probably.

AlshaiDerigar commented 11 months ago

My plugin can already be used for 3D games, if the environment is not "full 3D" i.e. somewhat flat floors loosely aligned to grid.

The code can be adapted for 3D (player position is already Vector3i, because layers exist), but the most difficult part is the editor and map representation. Not sure what collaboration you have in mind. Feel free to use the code of my plugin as a base (it's open source after all) and I can give some advice probably.

the idea i want for my main game is something similar to metroid prime although i have some ideas for 2 games as well mostly to do something with my best friend as well as get a job to pay the bills that doesnt involve restaurant work

the idea im going for is metroid prime style maps, in theory i actually think i have it figured out im just not sure how to incorporate my solution with your engine, the idea is that you have a model for each room that represents the main platforms very low poly wise as well as the actual room with roughly the same proportions, the idea is an in game metroid prime style 3d view although i know map layers would work as a proof of concept but the idea im going for would be a metroid prime style view but would require a feature to both have an optional 3d view as well as placing modeled low poly versions of rooms into that 3d space in theory its just adding another axis removing the ability to be able to auto map out areas except maybe with like cubic based placeholders for the space with planes for the rough platforms which would be a good placeholder

in theory though its just a camera seeing at all times an invisible map for each major areas rooms room from room, if you want we could plan it out over discord cause i have an theory solution i just dont know how to integrate it with your system

daelshaeshiri

KoBeWi commented 11 months ago

MetSys is designed for grid-based layouts and sounds like what you want to do is not grid-based. Not sure what features you want to integrate then, I think it would be better if your system is separate.

That said, if you manage to make an editor and some map system, I could look into it.

AlshaiDerigar commented 11 months ago

a lot of your work is essentially what id need for another system to be fair the door system, elevators, rooms item locations etc does seem like it could really help a lot as the foundation, im looking to use the system but in a sort of 3d space perhaps being able to use separate models as an alternative to existing rooms. Im lookin for something similar to metroid prime when it comes to maps. theoretically adding a 3d dimension to a grid system as an option would probably not be hard to implement. Somewhat so you can have items at any x, y or z location

KoBeWi commented 5 months ago

I introduced system extensions: https://github.com/KoBeWi/Metroidvania-System/tree/master/Extensions (documentation coming soon) They are supposed to modify the system in a destructive way (i.e. by irreversibly altering files). It's intended for systems that require changing base files in a way that doesn't allow making the feature optional. I imagine the 3D extension would be handled this way.

I'm not planning to implement it though. If you are still interested in this and want to chat, DM me on Discord or Godot developer chat.