letsgamedev / Suffragium

A game developed in a democratic cycle.
GNU Affero General Public License v3.0
51 stars 21 forks source link

Sort it minigame #34

Closed RedstoneMedia closed 2 years ago

RedstoneMedia commented 2 years ago

This PR adds a game, about sorting boxes, that fall from the sky, faster than your opponents. \ It is a 3D local multiplayer game, that can be played with up to 4 players (With a keyboard and controllers). In that sense it is inspired by Wii-Party mini-games. image

Numenter commented 2 years ago

Don't commit .blend1 files, they are Blender backup files.

Use snake_case for file names. https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_styleguide.html#naming-conventions

RedstoneMedia commented 2 years ago

I am pretty sure, that that only applies to scripts, not Scenes. \ The page you linked is the "gdscript_styleguide". Scenes are not written in GDScript.

Numenter commented 2 years ago

Consistency is key. All files should follow the same naming convention. (that's my opinion :P)

RedstoneMedia commented 2 years ago

Well the way I did it is consistent. I always name Scene files in CamelCase and script files in snake_case. That way I can more easily distinguish between a Scene and the attached script of that scene. (also my opinion)

Joshix-1 commented 2 years ago
  1. The game doesn't load correctly, some you specified some file names in the incorrectly
  2. I don't understand the game
Numenter commented 2 years ago
RedstoneMedia commented 2 years ago

Yeah, sorry my bad. I just now set core.ignorecase to false, so I missed this issue on Windows, since I had already renamed the files locally.

ASecondGuy commented 2 years ago

Gameplay:

Code:

That's everything I got for now.

RedstoneMedia commented 2 years ago

I'm currently working on a small tutorial page.

I planned to get the numbers on all sides (That's why there is more than just an "Up" node), but I got stuck, since I had no idea how to calculate the right rotation using the anchor points as normal vectors from the node origin (still don't really know how).

The pedestals are purposefully not at 0,0 In the scene, because the map is not perfectly symmetrical either and because the players always spawn on the right side of the pedestals, meaning that the players on the right side would have less space to the right, if they were at 0,0 (because of the map).

Would you mind elaboration on what exactly is too hard about getting the boxes on the pedestals ? Is it the player controller or the size of the pedestals (their attract range is actually quite high) ? (Do keep in mind that the game is supposed to be a bit hard, but it obviously shouldn't be impossible for the average gamer)

Anyways: Thanks for actual feedback on the game.

ASecondGuy commented 2 years ago

It is hard to get the cubes on the pedestal because the controls don't allow precise enough turning. When I turn the cube moves from one side of the pedestal to the other in a single frame. Mostly the same when I walk but not as bad.

RedstoneMedia commented 2 years ago

In the latest commit I added a different control type (Needs to be enabled in the Player scene → "Experimental Rotational Controls"). This is based on the imprecise turning problem, but I am not sure if it resolves this problem or just makes it even harder to move around. That's why I would appreciate feedback on this.

Honestly I'm kinda stuck on the character controller, since most 3D top down games use a mouse for turning, but this game obviously can't (You would need to connect one mouse for every player).

ASecondGuy commented 2 years ago

The movement is way better than last time. It is still unclear how the numbers on the boxes relate to the points they give. Sometimes I got lost so maybe add a minimap or an arrow that always points toward the pedestals. The player also can't look very far so the search for boxes is mostly aimless walking. Maybe change the perspective a bit? And sometimes the walls block your view so maybe do something about that.

ASecondGuy commented 2 years ago

I played it again and now I understand how you get points. I also noticed the arrows on the pedestals. Those are way to small and not clear enough. Maybe use big > or < between the pedestals. You could even mix them up to make it more interesting.