Hey guys,
As noted in the announcement, Blaster Bradley aims to be a 3D platformer. The way BB differs is in the way it promotes speed. Bradley's Megablaster (Right Trigger) is able to launch him at higher speeds than his normal run and he can use it to boost his jump. When Bradley slides (Left Trigger), he preserves momentum and does not experience friction. However, sliding also disables fine movement and makes Bradley prone to falling off edges.
Currently, I have sunk in about 35 hours of time over the course of two months trying to establish a good foundation. If the prototype isn't fun, the game is not worth pursuing. This is where a lot of indie dev projects fail. If you don't enjoy playing your game, you won't enjoy it the 400th time testing your level. Mario 64's development spent months just programming how Mario was controlled.
The Godot game engine has been a little rough around the edges to develop with. Model and animation importing need improvements, but once things are in the engine it's easy to test out new ideas. Programming a state machine was very simple for both Bradley and the enemies. Also, shader programming, which I never thought I would dabble in, is also really intuitive in Godot and I was able to make trees sway in the wind with a simple shader modification.
Below shows the current progress on Level 1-1. Coffee mugs represent checkpoints in the level, and the end is an elevator ascending into heaven. This level on first playthrough takes about 2 minutes to complete.
As noted in the announcement, Blaster Bradley aims to be a 3D platformer. The way BB differs is in the way it promotes speed. Bradley's Megablaster (Right Trigger) is able to launch him at higher speeds than his normal run and he can use it to boost his jump. When Bradley slides (Left Trigger), he preserves momentum and does not experience friction. However, sliding also disables fine movement and makes Bradley prone to falling off edges.
Currently, I have sunk in about 35 hours of time over the course of two months trying to establish a good foundation. If the prototype isn't fun, the game is not worth pursuing. This is where a lot of indie dev projects fail. If you don't enjoy playing your game, you won't enjoy it the 400th time testing your level. Mario 64's development spent months just programming how Mario was controlled.
The Godot game engine has been a little rough around the edges to develop with. Model and animation importing need improvements, but once things are in the engine it's easy to test out new ideas. Programming a state machine was very simple for both Bradley and the enemies. Also, shader programming, which I never thought I would dabble in, is also really intuitive in Godot and I was able to make trees sway in the wind with a simple shader modification.
Below shows the current progress on Level 1-1. Coffee mugs represent checkpoints in the level, and the end is an elevator ascending into heaven. This level on first playthrough takes about 2 minutes to complete.
Using Bradley's abilities to their fullest allows the level to be played in less than 1.
This game aims to be a marriage of the philosophy of stage-based platformers and traditional exploratory 3D platformers. Instead of building Bradley's abilities with a skill tree, each level will test player skill in new ways with new obstacles to overcome
Thanks for tuning in!
-Toadile
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